fixed an unused variable warning
[xonotic/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24
25 #define MAX_LIGHTMAP_SIZE 256
26
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
29
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
31
32 static mempool_t *r_surf_mempool = NULL;
33 static int r_surf_surfacevisiblelimit = 0;
34 static qbyte *r_surf_surfacevisible = NULL;
35
36 cvar_t r_ambient = {0, "r_ambient", "0"};
37 cvar_t r_drawportals = {0, "r_drawportals", "0"};
38 cvar_t r_testvis = {0, "r_testvis", "0"};
39 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
40 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
41 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
42 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
43 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
44 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
45 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
46
47 /*
48 // FIXME: these arrays are huge!
49 int r_q1bsp_maxmarkleafs;
50 int r_q1bsp_nummarkleafs;
51 mleaf_t *r_q1bsp_maxleaflist[65536];
52 int r_q1bsp_maxmarksurfaces;
53 int r_q1bsp_nummarksurfaces;
54 msurface_t *r_q1bsp_maxsurfacelist[65536];
55
56 // FIXME: these arrays are huge!
57 int r_q3bsp_maxmarkleafs;
58 int r_q3bsp_nummarkleafs;
59 q3mleaf_t *r_q3bsp_maxleaflist[65536];
60 int r_q3bsp_maxmarksurfaces;
61 int r_q3bsp_nummarksurfaces;
62 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
63 */
64
65 void R_Surf_ClearSurfaceVisible(int num)
66 {
67         if (r_surf_surfacevisiblelimit < num)
68         {
69                 Mem_Free(r_surf_surfacevisible);
70                 r_surf_surfacevisiblelimit = num;
71                 r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
72         }
73         memset(r_surf_surfacevisible, 0, num);
74 }
75
76 static int dlightdivtable[32768];
77
78 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
79 {
80         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
81         unsigned int *bl;
82         float dist, impact[3], local[3];
83         dlight_t *light;
84
85         lit = false;
86
87         smax = (surf->extents[0] >> 4) + 1;
88         tmax = (surf->extents[1] >> 4) + 1;
89         smax3 = smax * 3;
90
91         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
92         {
93                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
94                         continue;                                       // not lit by this light
95
96                 Matrix4x4_Transform(matrix, light->origin, local);
97                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
98
99                 // for comparisons to minimum acceptable light
100                 // compensate for LIGHTOFFSET
101                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
102
103                 dist2 = dist * dist;
104                 dist2 += LIGHTOFFSET;
105                 if (dist2 >= maxdist)
106                         continue;
107
108                 if (surf->plane->type < 3)
109                 {
110                         VectorCopy(local, impact);
111                         impact[surf->plane->type] -= dist;
112                 }
113                 else
114                 {
115                         impact[0] = local[0] - surf->plane->normal[0] * dist;
116                         impact[1] = local[1] - surf->plane->normal[1] * dist;
117                         impact[2] = local[2] - surf->plane->normal[2] * dist;
118                 }
119
120                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
121                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
122
123                 s = bound(0, impacts, smax * 16) - impacts;
124                 t = bound(0, impactt, tmax * 16) - impactt;
125                 i = s * s + t * t + dist2;
126                 if (i > maxdist)
127                         continue;
128
129                 // reduce calculations
130                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
131                         sdtable[s] = i * i + dist2;
132
133                 maxdist3 = maxdist - dist2;
134
135                 // convert to 8.8 blocklights format
136                 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
137                 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
138                 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
139                 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
140                 bl = intblocklights;
141
142                 i = impactt;
143                 for (t = 0;t < tmax;t++, i -= 16)
144                 {
145                         td = i * i;
146                         // make sure some part of it is visible on this line
147                         if (td < maxdist3)
148                         {
149                                 maxdist2 = maxdist - td;
150                                 for (s = 0;s < smax;s++)
151                                 {
152                                         if (sdtable[s] < maxdist2)
153                                         {
154                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
155                                                 if (k > 0)
156                                                 {
157                                                         bl[0] += (red   * k);
158                                                         bl[1] += (green * k);
159                                                         bl[2] += (blue  * k);
160                                                         lit = true;
161                                                 }
162                                         }
163                                         bl += 3;
164                                 }
165                         }
166                         else // skip line
167                                 bl += smax3;
168                 }
169         }
170         return lit;
171 }
172
173 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
174 {
175         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
176         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
177         dlight_t *light;
178
179         lit = false;
180
181         smax = (surf->extents[0] >> 4) + 1;
182         tmax = (surf->extents[1] >> 4) + 1;
183         smax3 = smax * 3;
184
185         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
186         {
187                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
188                         continue;                                       // not lit by this light
189
190                 Matrix4x4_Transform(matrix, light->origin, local);
191                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
192
193                 // for comparisons to minimum acceptable light
194                 // compensate for LIGHTOFFSET
195                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
196
197                 dist2 = dist * dist;
198                 dist2 += LIGHTOFFSET;
199                 if (dist2 >= maxdist)
200                         continue;
201
202                 if (surf->plane->type < 3)
203                 {
204                         VectorCopy(local, impact);
205                         impact[surf->plane->type] -= dist;
206                 }
207                 else
208                 {
209                         impact[0] = local[0] - surf->plane->normal[0] * dist;
210                         impact[1] = local[1] - surf->plane->normal[1] * dist;
211                         impact[2] = local[2] - surf->plane->normal[2] * dist;
212                 }
213
214                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
215                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
216
217                 td = bound(0, impacts, smax * 16) - impacts;
218                 td1 = bound(0, impactt, tmax * 16) - impactt;
219                 td = td * td + td1 * td1 + dist2;
220                 if (td > maxdist)
221                         continue;
222
223                 // reduce calculations
224                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
225                         sdtable[s] = td1 * td1 + dist2;
226
227                 maxdist3 = maxdist - dist2;
228
229                 // convert to 8.8 blocklights format
230                 red = light->rtlight.lightmap_light[0];
231                 green = light->rtlight.lightmap_light[1];
232                 blue = light->rtlight.lightmap_light[2];
233                 subtract = light->rtlight.lightmap_subtract * 32768.0f;
234                 bl = floatblocklights;
235
236                 td1 = impactt;
237                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
238                 {
239                         td = td1 * td1;
240                         // make sure some part of it is visible on this line
241                         if (td < maxdist3)
242                         {
243                                 maxdist2 = maxdist - td;
244                                 for (s = 0;s < smax;s++)
245                                 {
246                                         if (sdtable[s] < maxdist2)
247                                         {
248                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
249                                                 bl[0] += red   * k;
250                                                 bl[1] += green * k;
251                                                 bl[2] += blue  * k;
252                                                 lit = true;
253                                         }
254                                         bl += 3;
255                                 }
256                         }
257                         else // skip line
258                                 bl += smax3;
259                 }
260         }
261         return lit;
262 }
263
264 /*
265 ===============
266 R_BuildLightMap
267
268 Combine and scale multiple lightmaps into the 8.8 format in blocklights
269 ===============
270 */
271 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
272 {
273         if (!r_floatbuildlightmap.integer)
274         {
275                 int smax, tmax, i, j, size, size3, maps, stride, l;
276                 unsigned int *bl, scale;
277                 qbyte *lightmap, *out, *stain;
278
279                 // update cached lighting info
280                 surf->cached_dlight = 0;
281
282                 smax = (surf->extents[0]>>4)+1;
283                 tmax = (surf->extents[1]>>4)+1;
284                 size = smax*tmax;
285                 size3 = size*3;
286                 lightmap = surf->samples;
287
288         // set to full bright if no light data
289                 bl = intblocklights;
290                 if (!ent->model->brushq1.lightdata)
291                 {
292                         for (i = 0;i < size3;i++)
293                                 bl[i] = 255*256;
294                 }
295                 else
296                 {
297         // clear to no light
298                         memset(bl, 0, size*3*sizeof(unsigned int));
299
300                         if (surf->dlightframe == r_framecount)
301                         {
302                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
303                                 if (surf->cached_dlight)
304                                         c_light_polys++;
305                         }
306
307         // add all the lightmaps
308                         if (lightmap)
309                         {
310                                 bl = intblocklights;
311                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
312                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
313                                                 bl[i] += lightmap[i] * scale;
314                         }
315                 }
316
317                 stain = surf->stainsamples;
318                 bl = intblocklights;
319                 out = templight;
320                 // the >> 16 shift adjusts down 8 bits to account for the stainmap
321                 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
322                 // be doubled during rendering to achieve 2x overbright
323                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
324                 if (ent->model->brushq1.lightmaprgba)
325                 {
326                         stride = (surf->lightmaptexturestride - smax) * 4;
327                         for (i = 0;i < tmax;i++, out += stride)
328                         {
329                                 for (j = 0;j < smax;j++)
330                                 {
331                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
333                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
334                                         *out++ = 255;
335                                 }
336                         }
337                 }
338                 else
339                 {
340                         stride = (surf->lightmaptexturestride - smax) * 3;
341                         for (i = 0;i < tmax;i++, out += stride)
342                         {
343                                 for (j = 0;j < smax;j++)
344                                 {
345                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
346                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
347                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
348                                 }
349                         }
350                 }
351
352                 R_UpdateTexture(surf->lightmaptexture, templight);
353         }
354         else
355         {
356                 int smax, tmax, i, j, size, size3, maps, stride, l;
357                 float *bl, scale;
358                 qbyte *lightmap, *out, *stain;
359
360                 // update cached lighting info
361                 surf->cached_dlight = 0;
362
363                 smax = (surf->extents[0]>>4)+1;
364                 tmax = (surf->extents[1]>>4)+1;
365                 size = smax*tmax;
366                 size3 = size*3;
367                 lightmap = surf->samples;
368
369         // set to full bright if no light data
370                 bl = floatblocklights;
371                 if (!ent->model->brushq1.lightdata)
372                 {
373                         for (i = 0;i < size3;i++)
374                                 bl[i] = 255*256;
375                 }
376                 else
377                 {
378                         memset(bl, 0, size*3*sizeof(float));
379         
380                         if (surf->dlightframe == r_framecount)
381                         {
382                                 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
383                                 if (surf->cached_dlight)
384                                         c_light_polys++;
385                         }
386         
387                         // add all the lightmaps
388                         if (lightmap)
389                         {
390                                 bl = floatblocklights;
391                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
392                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
393                                                 bl[i] += lightmap[i] * scale;
394                         }
395                 }
396
397                 stain = surf->stainsamples;
398                 bl = floatblocklights;
399                 out = templight;
400                 // this scaling adjusts down 8 bits to account for the stainmap
401                 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
402                 // be doubled during rendering to achieve 2x overbright
403                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
404                 scale = 1.0f / (1 << 16);
405                 if (ent->model->brushq1.lightmaprgba)
406                 {
407                         stride = (surf->lightmaptexturestride - smax) * 4;
408                         for (i = 0;i < tmax;i++, out += stride)
409                         {
410                                 for (j = 0;j < smax;j++)
411                                 {
412                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
414                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
415                                         *out++ = 255;
416                                 }
417                         }
418                 }
419                 else
420                 {
421                         stride = (surf->lightmaptexturestride - smax) * 3;
422                         for (i = 0;i < tmax;i++, out += stride)
423                         {
424                                 for (j = 0;j < smax;j++)
425                                 {
426                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
427                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
429                                 }
430                         }
431                 }
432
433                 R_UpdateTexture(surf->lightmaptexture, templight);
434         }
435 }
436
437 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
438 {
439         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
440         msurface_t *surf, *endsurf;
441         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
442         qbyte *bl;
443         vec3_t impact;
444
445         maxdist = radius * radius;
446         invradius = 1.0f / radius;
447
448 loc0:
449         if (node->contents < 0)
450                 return;
451         ndist = PlaneDiff(origin, node->plane);
452         if (ndist > radius)
453         {
454                 node = node->children[0];
455                 goto loc0;
456         }
457         if (ndist < -radius)
458         {
459                 node = node->children[1];
460                 goto loc0;
461         }
462
463         dist2 = ndist * ndist;
464         maxdist3 = maxdist - dist2;
465
466         if (node->plane->type < 3)
467         {
468                 VectorCopy(origin, impact);
469                 impact[node->plane->type] -= ndist;
470         }
471         else
472         {
473                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
474                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
475                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
476         }
477
478         for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
479         {
480                 if (surf->stainsamples)
481                 {
482                         smax = (surf->extents[0] >> 4) + 1;
483                         tmax = (surf->extents[1] >> 4) + 1;
484
485                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
486                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
487
488                         s = bound(0, impacts, smax * 16) - impacts;
489                         t = bound(0, impactt, tmax * 16) - impactt;
490                         i = s * s + t * t + dist2;
491                         if (i > maxdist)
492                                 continue;
493
494                         // reduce calculations
495                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
496                                 sdtable[s] = i * i + dist2;
497
498                         bl = surf->stainsamples;
499                         smax3 = smax * 3;
500                         stained = false;
501
502                         i = impactt;
503                         for (t = 0;t < tmax;t++, i -= 16)
504                         {
505                                 td = i * i;
506                                 // make sure some part of it is visible on this line
507                                 if (td < maxdist3)
508                                 {
509                                         maxdist2 = maxdist - td;
510                                         for (s = 0;s < smax;s++)
511                                         {
512                                                 if (sdtable[s] < maxdist2)
513                                                 {
514                                                         ratio = lhrandom(0.0f, 1.0f);
515                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
516                                                         if (a >= (1.0f / 64.0f))
517                                                         {
518                                                                 if (a > 1)
519                                                                         a = 1;
520                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
521                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
522                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
523                                                                 stained = true;
524                                                         }
525                                                 }
526                                                 bl += 3;
527                                         }
528                                 }
529                                 else // skip line
530                                         bl += smax3;
531                         }
532                         // force lightmap upload
533                         if (stained)
534                                 surf->cached_dlight = true;
535                 }
536         }
537
538         if (node->children[0]->contents >= 0)
539         {
540                 if (node->children[1]->contents >= 0)
541                 {
542                         R_StainNode(node->children[0], model, origin, radius, fcolor);
543                         node = node->children[1];
544                         goto loc0;
545                 }
546                 else
547                 {
548                         node = node->children[0];
549                         goto loc0;
550                 }
551         }
552         else if (node->children[1]->contents >= 0)
553         {
554                 node = node->children[1];
555                 goto loc0;
556         }
557 }
558
559 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)
560 {
561         int n;
562         float fcolor[8];
563         entity_render_t *ent;
564         model_t *model;
565         vec3_t org;
566         if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
567                 return;
568         fcolor[0] = cr1;
569         fcolor[1] = cg1;
570         fcolor[2] = cb1;
571         fcolor[3] = ca1 * (1.0f / 64.0f);
572         fcolor[4] = cr2 - cr1;
573         fcolor[5] = cg2 - cg1;
574         fcolor[6] = cb2 - cb1;
575         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
576
577         R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
578
579         // look for embedded bmodels
580         for (n = 0;n < cl_num_brushmodel_entities;n++)
581         {
582                 ent = cl_brushmodel_entities[n];
583                 model = ent->model;
584                 if (model && model->name[0] == '*')
585                 {
586                         Mod_CheckLoaded(model);
587                         if (model->brushq1.nodes)
588                         {
589                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
590                                 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
591                         }
592                 }
593         }
594 }
595
596
597 /*
598 =============================================================
599
600         BRUSH MODELS
601
602 =============================================================
603 */
604
605 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
606 {
607         int i;
608         float scale;
609         const qbyte *lm;
610         if (styles[0] != 255)
611         {
612                 for (i = 0;i < numverts;i++, c += 4)
613                 {
614                         lm = samples + lightmapoffsets[i];
615                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
616                         VectorMA(c, scale, lm, c);
617                         if (styles[1] != 255)
618                         {
619                                 lm += size3;
620                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
621                                 VectorMA(c, scale, lm, c);
622                                 if (styles[2] != 255)
623                                 {
624                                         lm += size3;
625                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
626                                         VectorMA(c, scale, lm, c);
627                                         if (styles[3] != 255)
628                                         {
629                                                 lm += size3;
630                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
631                                                 VectorMA(c, scale, lm, c);
632                                         }
633                                 }
634                         }
635                 }
636         }
637 }
638
639 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
640 {
641         int i;
642         float diff[3], f;
643         if (fogenabled)
644         {
645                 for (i = 0;i < numverts;i++, v += 3, c += 4)
646                 {
647                         VectorSubtract(v, modelorg, diff);
648                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
649                         VectorScale(c, f, c);
650                 }
651         }
652         else if (colorscale != 1)
653                 for (i = 0;i < numverts;i++, c += 4)
654                         VectorScale(c, colorscale, c);
655 }
656
657 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
658 {
659         int i;
660         float diff[3], f;
661         r *= colorscale;
662         g *= colorscale;
663         b *= colorscale;
664         if (fogenabled)
665         {
666                 for (i = 0;i < numverts;i++, v += 3, c += 4)
667                 {
668                         VectorSubtract(v, modelorg, diff);
669                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
670                         c[0] = r * f;
671                         c[1] = g * f;
672                         c[2] = b * f;
673                         c[3] = a;
674                 }
675         }
676         else
677         {
678                 for (i = 0;i < numverts;i++, c += 4)
679                 {
680                         c[0] = r;
681                         c[1] = g;
682                         c[2] = b;
683                         c[3] = a;
684                 }
685         }
686 }
687
688 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
689 {
690         int i;
691         float diff[3], f;
692         r *= colorscale;
693         g *= colorscale;
694         b *= colorscale;
695         for (i = 0;i < numverts;i++, v += 3, c += 4)
696         {
697                 VectorSubtract(v, modelorg, diff);
698                 f = exp(fogdensity/DotProduct(diff, diff));
699                 c[0] = r;
700                 c[1] = g;
701                 c[2] = b;
702                 c[3] = a * f;
703         }
704 }
705
706 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
707 {
708         float f;
709         const float *v;
710         float *c;
711         int i, l, lit = false;
712         const dlight_t *light;
713         vec3_t lightorigin;
714         for (l = 0;l < r_numdlights;l++)
715         {
716                 if (dlightbits[l >> 5] & (1 << (l & 31)))
717                 {
718                         light = &r_dlight[l];
719                         Matrix4x4_Transform(matrix, light->origin, lightorigin);
720                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
721                         {
722                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
723                                 if (f < light->rtlight.lightmap_cullradius2)
724                                 {
725                                         f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
726                                         VectorMA(c, f, light->rtlight.lightmap_light, c);
727                                         lit = true;
728                                 }
729                         }
730                 }
731         }
732         return lit;
733 }
734
735 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
736 {
737         const msurface_t *surf;
738         rmeshstate_t m;
739
740         // sky rendering transparently would be too difficult
741         if (ent->flags & RENDER_TRANSPARENT)
742                 return;
743
744         if (skyrendernow)
745         {
746                 skyrendernow = false;
747                 if (skyrendermasked)
748                         R_Sky();
749         }
750
751         // LordHavoc: HalfLife maps have freaky skypolys...
752         if (ent->model->brush.ishlbsp)
753                 return;
754         R_Mesh_Matrix(&ent->matrix);
755
756         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
757         if (skyrendermasked)
758         {
759                 // depth-only (masking)
760                 GL_ColorMask(0,0,0,0);
761                 // just to make sure that braindead drivers don't draw anything
762                 // despite that colormask...
763                 GL_BlendFunc(GL_ZERO, GL_ONE);
764         }
765         else
766         {
767                 // fog sky
768                 GL_BlendFunc(GL_ONE, GL_ZERO);
769         }
770         GL_DepthMask(true);
771         GL_DepthTest(true);
772
773         memset(&m, 0, sizeof(m));
774         while((surf = *surfchain++) != NULL)
775         {
776                 if (surf->visframe == r_framecount)
777                 {
778                         m.pointer_vertex = surf->mesh.data_vertex3f;
779                         R_Mesh_State(&m);
780                         GL_LockArrays(0, surf->mesh.num_vertices);
781                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
782                         GL_LockArrays(0, 0);
783                 }
784         }
785         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
786 }
787
788 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
789 {
790         const entity_render_t *ent = calldata1;
791         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
792         rmeshstate_t m;
793         float currentalpha;
794         float base, colorscale;
795         vec3_t modelorg;
796         texture_t *texture;
797         float args[4] = {0.05f,0,0,0.04f};
798         int rendertype, turb, fullbright;
799
800         R_Mesh_Matrix(&ent->matrix);
801         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
802
803         texture = surf->texinfo->texture;
804         if (texture->animated)
805                 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
806         currentalpha = ent->alpha;
807         if (surf->flags & SURF_WATERALPHA)
808                 currentalpha *= r_wateralpha.value;
809
810         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
811         if (ent->effects & EF_ADDITIVE)
812         {
813                 rendertype = SURFRENDER_ADD;
814                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
815                 GL_DepthMask(false);
816         }
817         else if (currentalpha < 1 || texture->skin.fog != NULL)
818         {
819                 rendertype = SURFRENDER_ALPHA;
820                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
821                 GL_DepthMask(false);
822         }
823         else
824         {
825                 rendertype = SURFRENDER_OPAQUE;
826                 GL_BlendFunc(GL_ONE, GL_ZERO);
827                 GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
828         }
829
830         turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
831         fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
832         base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
833         if (surf->flags & SURF_DRAWTURB)
834                 base *= 0.5f;
835         if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright)
836         {
837                 // NVIDIA Geforce3 distortion texture shader on water
838                 GL_Color(1, 1, 1, currentalpha);
839                 memset(&m, 0, sizeof(m));
840                 m.pointer_vertex = surf->mesh.data_vertex3f;
841                 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
842                 m.tex[1] = R_GetTexture(texture->skin.base);
843                 m.texcombinergb[0] = GL_REPLACE;
844                 m.texcombinergb[1] = GL_REPLACE;
845                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
846                 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
847                 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
848                 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
849                 R_Mesh_State(&m);
850
851                 GL_ActiveTexture(0);
852                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
853                 GL_ActiveTexture(1);
854                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
855                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
856                 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
857                 qglEnable(GL_TEXTURE_SHADER_NV);
858
859                 GL_LockArrays(0, surf->mesh.num_vertices);
860                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
861                 GL_LockArrays(0, 0);
862
863                 qglDisable(GL_TEXTURE_SHADER_NV);
864                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
865                 GL_ActiveTexture(0);
866         }
867         else
868         {
869                 memset(&m, 0, sizeof(m));
870                 m.pointer_vertex = surf->mesh.data_vertex3f;
871                 m.pointer_color = varray_color4f;
872                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
873                 m.tex[0] = R_GetTexture(texture->skin.base);
874                 if (turb)
875                 {
876                         // scrolling in texture matrix
877                         Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
878                 }
879                 colorscale = 1;
880                 if (gl_combine.integer)
881                 {
882                         m.texrgbscale[0] = 4;
883                         colorscale *= 0.25f;
884                 }
885                 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
886                 if (!fullbright)
887                 {
888                         if (surf->dlightframe == r_framecount)
889                                 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
890                         if (surf->samples)
891                                 RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
892                 }
893                 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
894                 R_Mesh_State(&m);
895                 GL_LockArrays(0, surf->mesh.num_vertices);
896                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
897                 GL_LockArrays(0, 0);
898                 if (texture->skin.glow)
899                 {
900                         memset(&m, 0, sizeof(m));
901                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
902                         GL_DepthMask(false);
903                         m.pointer_color = varray_color4f;
904                         m.tex[0] = R_GetTexture(texture->skin.glow);
905                         m.pointer_vertex = surf->mesh.data_vertex3f;
906                         if (m.tex[0])
907                         {
908                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
909                                 if (turb)
910                                 {
911                                         // scrolling in texture matrix
912                                         Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
913                                 }
914                         }
915                         R_Mesh_State(&m);
916                         RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
917                         GL_LockArrays(0, surf->mesh.num_vertices);
918                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
919                         GL_LockArrays(0, 0);
920                 }
921                 if (fogenabled && rendertype != SURFRENDER_ADD)
922                 {
923                         memset(&m, 0, sizeof(m));
924                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
925                         GL_DepthMask(false);
926                         m.pointer_color = varray_color4f;
927                         m.tex[0] = R_GetTexture(texture->skin.fog);
928                         m.pointer_vertex = surf->mesh.data_vertex3f;
929                         if (m.tex[0])
930                         {
931                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
932                                 if (turb)
933                                 {
934                                         // scrolling in texture matrix
935                                         Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
936                                 }
937                         }
938                         R_Mesh_State(&m);
939                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
940                         GL_LockArrays(0, surf->mesh.num_vertices);
941                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
942                         GL_LockArrays(0, 0);
943                 }
944         }
945 }
946
947 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
948 {
949         const msurface_t *surf;
950         rmeshstate_t m;
951         int lightmaptexturenum;
952         memset(&m, 0, sizeof(m));
953         GL_BlendFunc(GL_ONE, GL_ZERO);
954         GL_DepthMask(true);
955         GL_DepthTest(true);
956         m.tex[0] = R_GetTexture(texture->skin.base);
957         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
958         m.texrgbscale[1] = 2;
959         m.tex[2] = R_GetTexture(texture->skin.detail);
960         m.texrgbscale[2] = 2;
961         if (texture->skin.glow)
962         {
963                 m.tex[3] = R_GetTexture(texture->skin.glow);
964                 m.texcombinergb[3] = GL_ADD;
965         }
966         GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
967
968         while((surf = *surfchain++) != NULL)
969         {
970                 if (surf->visframe == r_framecount)
971                 {
972                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
973                         m.tex[1] = lightmaptexturenum;
974                         m.pointer_vertex = surf->mesh.data_vertex3f;
975                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
976                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
977                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
978                         m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
979                         R_Mesh_State(&m);
980                         GL_LockArrays(0, surf->mesh.num_vertices);
981                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
982                         GL_LockArrays(0, 0);
983                 }
984         }
985 }
986
987 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
988 {
989         const msurface_t *surf;
990         rmeshstate_t m;
991         int lightmaptexturenum;
992         memset(&m, 0, sizeof(m));
993         GL_BlendFunc(GL_ONE, GL_ZERO);
994         GL_DepthMask(true);
995         GL_DepthTest(true);
996         m.tex[0] = R_GetTexture(texture->skin.base);
997         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
998         m.texrgbscale[1] = 2;
999         m.tex[2] = R_GetTexture(texture->skin.detail);
1000         m.texrgbscale[2] = 2;
1001         GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1002
1003         while((surf = *surfchain++) != NULL)
1004         {
1005                 if (surf->visframe == r_framecount)
1006                 {
1007                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1008                         m.tex[1] = lightmaptexturenum;
1009                         m.pointer_vertex = surf->mesh.data_vertex3f;
1010                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1011                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1012                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1013                         R_Mesh_State(&m);
1014                         GL_LockArrays(0, surf->mesh.num_vertices);
1015                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1016                         GL_LockArrays(0, 0);
1017                 }
1018         }
1019 }
1020
1021 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1022 {
1023         const msurface_t *surf;
1024         rmeshstate_t m;
1025         int lightmaptexturenum;
1026         memset(&m, 0, sizeof(m));
1027         GL_BlendFunc(GL_ONE, GL_ZERO);
1028         GL_DepthMask(true);
1029         GL_DepthTest(true);
1030         m.tex[0] = R_GetTexture(texture->skin.base);
1031         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1032         m.texrgbscale[1] = 2;
1033         GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1034         while((surf = *surfchain++) != NULL)
1035         {
1036                 if (surf->visframe == r_framecount)
1037                 {
1038                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1039                         m.tex[1] = lightmaptexturenum;
1040                         m.pointer_vertex = surf->mesh.data_vertex3f;
1041                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1042                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1043                         R_Mesh_State(&m);
1044                         GL_LockArrays(0, surf->mesh.num_vertices);
1045                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1046                         GL_LockArrays(0, 0);
1047                 }
1048         }
1049 }
1050
1051 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1052 {
1053         const msurface_t *surf;
1054         rmeshstate_t m;
1055         memset(&m, 0, sizeof(m));
1056         GL_DepthMask(true);
1057         GL_DepthTest(true);
1058         GL_BlendFunc(GL_ONE, GL_ZERO);
1059         m.tex[0] = R_GetTexture(texture->skin.base);
1060         if (ent->flags & RENDER_LIGHT)
1061                 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1062         else
1063                 GL_Color(1, 1, 1, 1);
1064         while((surf = *surfchain++) != NULL)
1065         {
1066                 if (surf->visframe == r_framecount)
1067                 {
1068                         m.pointer_vertex = surf->mesh.data_vertex3f;
1069                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1070                         R_Mesh_State(&m);
1071                         GL_LockArrays(0, surf->mesh.num_vertices);
1072                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1073                         GL_LockArrays(0, 0);
1074                 }
1075         }
1076 }
1077
1078 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1079 {
1080         const msurface_t *surf;
1081         rmeshstate_t m;
1082         int lightmaptexturenum;
1083         memset(&m, 0, sizeof(m));
1084         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1085         GL_DepthMask(false);
1086         GL_DepthTest(true);
1087         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1088         GL_Color(1, 1, 1, 1);
1089         while((surf = *surfchain++) != NULL)
1090         {
1091                 if (surf->visframe == r_framecount)
1092                 {
1093                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1094                         m.tex[0] = lightmaptexturenum;
1095                         m.pointer_vertex = surf->mesh.data_vertex3f;
1096                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1097                         R_Mesh_State(&m);
1098                         GL_LockArrays(0, surf->mesh.num_vertices);
1099                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1100                         GL_LockArrays(0, 0);
1101                 }
1102         }
1103 }
1104
1105 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1106 {
1107         const msurface_t *surf;
1108         rmeshstate_t m;
1109         memset(&m, 0, sizeof(m));
1110         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1111         GL_DepthMask(false);
1112         GL_DepthTest(true);
1113         m.tex[0] = R_GetTexture(texture->skin.base);
1114         GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
1115         while((surf = *surfchain++) != NULL)
1116         {
1117                 if (surf->visframe == r_framecount)
1118                 {
1119                         m.pointer_vertex = surf->mesh.data_vertex3f;
1120                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1121                         R_Mesh_State(&m);
1122                         GL_LockArrays(0, surf->mesh.num_vertices);
1123                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1124                         GL_LockArrays(0, 0);
1125                 }
1126         }
1127 }
1128
1129 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1130 {
1131         const msurface_t *surf;
1132         rmeshstate_t m;
1133         float modelorg[3];
1134         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1135         memset(&m, 0, sizeof(m));
1136         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1137         GL_DepthMask(false);
1138         GL_DepthTest(true);
1139         m.pointer_color = varray_color4f;
1140         while((surf = *surfchain++) != NULL)
1141         {
1142                 if (surf->visframe == r_framecount)
1143                 {
1144                         m.pointer_vertex = surf->mesh.data_vertex3f;
1145                         if (m.tex[0])
1146                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1147                         R_Mesh_State(&m);
1148                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1149                         GL_LockArrays(0, surf->mesh.num_vertices);
1150                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1151                         GL_LockArrays(0, 0);
1152                 }
1153         }
1154 }
1155
1156 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1157 {
1158         const msurface_t *surf;
1159         rmeshstate_t m;
1160         memset(&m, 0, sizeof(m));
1161         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1162         GL_DepthMask(false);
1163         GL_DepthTest(true);
1164         m.tex[0] = R_GetTexture(texture->skin.detail);
1165         GL_Color(1, 1, 1, 1);
1166         while((surf = *surfchain++) != NULL)
1167         {
1168                 if (surf->visframe == r_framecount)
1169                 {
1170                         m.pointer_vertex = surf->mesh.data_vertex3f;
1171                         m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1172                         R_Mesh_State(&m);
1173                         GL_LockArrays(0, surf->mesh.num_vertices);
1174                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1175                         GL_LockArrays(0, 0);
1176                 }
1177         }
1178 }
1179
1180 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1181 {
1182         const msurface_t *surf;
1183         rmeshstate_t m;
1184         memset(&m, 0, sizeof(m));
1185         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1186         GL_DepthMask(false);
1187         GL_DepthTest(true);
1188         m.tex[0] = R_GetTexture(texture->skin.glow);
1189         GL_Color(1, 1, 1, 1);
1190         while((surf = *surfchain++) != NULL)
1191         {
1192                 if (surf->visframe == r_framecount)
1193                 {
1194                         m.pointer_vertex = surf->mesh.data_vertex3f;
1195                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1196                         R_Mesh_State(&m);
1197                         GL_LockArrays(0, surf->mesh.num_vertices);
1198                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1199                         GL_LockArrays(0, 0);
1200                 }
1201         }
1202 }
1203
1204 /*
1205 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1206 {
1207         const msurface_t *surf;
1208         rmeshstate_t m;
1209         memset(&m, 0, sizeof(m));
1210         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1211         GL_DepthMask(true);
1212         m.tex[0] = R_GetTexture(texture->skin.glow);
1213         if (m.tex[0])
1214                 GL_Color(1, 1, 1, 1);
1215         else
1216                 GL_Color(0, 0, 0, 1);
1217         while((surf = *surfchain++) != NULL)
1218         {
1219                 if (surf->visframe == r_framecount)
1220                 {
1221                         m.pointer_vertex = surf->mesh.data_vertex3f;
1222                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1223                         R_Mesh_State(&m);
1224                         GL_LockArrays(0, surf->mesh.num_vertices);
1225                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1226                         GL_LockArrays(0, 0);
1227                 }
1228         }
1229 }
1230 */
1231
1232 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1233 {
1234         const msurface_t *surf;
1235         rmeshstate_t m;
1236         int lightmaptexturenum;
1237         memset(&m, 0, sizeof(m));
1238         GL_BlendFunc(GL_ONE, GL_ZERO);
1239         GL_DepthMask(true);
1240         GL_DepthTest(true);
1241         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1242         GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1243         while((surf = *surfchain++) != NULL)
1244         {
1245                 if (surf->visframe == r_framecount)
1246                 {
1247                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1248                         m.tex[0] = lightmaptexturenum;
1249                         m.pointer_vertex = surf->mesh.data_vertex3f;
1250                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1251                         R_Mesh_State(&m);
1252                         GL_LockArrays(0, surf->mesh.num_vertices);
1253                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1254                         GL_LockArrays(0, 0);
1255                 }
1256         }
1257 }
1258
1259 void R_UpdateTextureInfo(entity_render_t *ent)
1260 {
1261         int i, texframe, alttextures;
1262         texture_t *t;
1263
1264         if (!ent->model)
1265                 return;
1266
1267         alttextures = ent->frame != 0;
1268         texframe = (int)(cl.time * 5.0f);
1269         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1270         {
1271                 t = ent->model->brushq1.textures + i;
1272                 t->currentalpha = ent->alpha;
1273                 if (t->flags & SURF_WATERALPHA)
1274                         t->currentalpha *= r_wateralpha.value;
1275                 if (ent->effects & EF_ADDITIVE)
1276                         t->rendertype = SURFRENDER_ADD;
1277                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1278                         t->rendertype = SURFRENDER_ALPHA;
1279                 else
1280                         t->rendertype = SURFRENDER_OPAQUE;
1281                 // we don't need to set currentframe if t->animated is false because
1282                 // it was already set up by the texture loader for non-animating
1283                 if (t->animated)
1284                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1285         }
1286 }
1287
1288 void R_UpdateLightmapInfo(entity_render_t *ent)
1289 {
1290         int i;
1291         msurface_t *surface, **surfacechain;
1292         model_t *model = ent->model;
1293         if (!model)
1294                 return;
1295         if (r_dynamic.integer && !r_rtdlight)
1296                 R_MarkLights(ent);
1297         for (i = 0;i < model->brushq1.light_styles;i++)
1298         {
1299                 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1300                 {
1301                         model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1302                         for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
1303                                 surface->cached_dlight = true;
1304                 }
1305         }
1306 }
1307
1308 void R_PrepareSurfaces(entity_render_t *ent)
1309 {
1310         int i, numsurfaces, *surfacevisframes;
1311         model_t *model;
1312         msurface_t *surf, *surfaces;
1313         vec3_t modelorg;
1314
1315         if (!ent->model)
1316                 return;
1317
1318         model = ent->model;
1319         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1320         numsurfaces = model->nummodelsurfaces;
1321         surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1322         surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1323         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1324         {
1325                 if (surfacevisframes[i] == r_framecount)
1326                 {
1327 #if !WORLDNODECULLBACKFACES
1328                         // mark any backface surfaces as not visible
1329                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1330                         {
1331                                 if (!(surf->flags & SURF_PLANEBACK))
1332                                         surfacevisframes[i] = -1;
1333                         }
1334                         else
1335                         {
1336                                 if ((surf->flags & SURF_PLANEBACK))
1337                                         surfacevisframes[i] = -1;
1338                         }
1339                         if (surfacevisframes[i] == r_framecount)
1340 #endif
1341                         {
1342                                 c_faces++;
1343                                 surf->visframe = r_framecount;
1344                                 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1345                                         R_BuildLightMap(ent, surf);
1346                         }
1347                 }
1348         }
1349 }
1350
1351 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1352 {
1353         int texturenumber, f;
1354         vec3_t center;
1355         msurface_t *surf, **chain, **surfchain;
1356         texture_t *t, *texture;
1357         model_t *model = ent->model;
1358         if (model == NULL)
1359                 return;
1360         R_Mesh_Matrix(&ent->matrix);
1361         for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1362         {
1363                 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1364                 {
1365                         if (texture->flags & SURF_LIGHTMAP)
1366                         {
1367                                 if (gl_lightmaps.integer)
1368                                 {
1369                                         RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1370                                         if (fogenabled)
1371                                                 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1372                                 }
1373                                 else if (texture->rendertype != SURFRENDER_OPAQUE)
1374                                 {
1375                                         // transparent vertex shaded from lightmap
1376                                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1377                                         {
1378                                                 if (surf->visframe == r_framecount)
1379                                                 {
1380                                                         Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1381                                                         R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1382                                                 }
1383                                         }
1384                                 }
1385                                 else
1386                                 {
1387                                         if (!(ent->flags & RENDER_LIGHT))
1388                                         {
1389                                                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1390                                                 if (r_detailtextures.integer)
1391                                                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1392                                                 if (texture->skin.glow)
1393                                                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1394                                         }
1395                                         else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1396                                                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1397                                         else
1398                                         {
1399                                                 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1400                                                         RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1401                                                 else
1402                                                 {
1403                                                         if (r_textureunits.integer >= 2 && gl_combine.integer)
1404                                                                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1405                                                         else
1406                                                         {
1407                                                                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1408                                                                 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1409                                                         }
1410                                                         if (r_ambient.value > 0)
1411                                                                 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1412                                                         if (r_detailtextures.integer)
1413                                                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1414                                                 }
1415                                                 if (texture->skin.glow)
1416                                                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1417                                         }
1418                                         if (fogenabled)
1419                                                 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1420                                 }
1421                         }
1422                         else if (texture->flags & SURF_DRAWTURB)
1423                         {
1424                                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1425                                 {
1426                                         if (surf->visframe == r_framecount)
1427                                         {
1428                                                 if (texture->rendertype == SURFRENDER_OPAQUE)
1429                                                         RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1430                                                 else
1431                                                 {
1432                                                         Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1433                                                         R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1434                                                 }
1435                                         }
1436                                 }
1437                         }
1438                         else if (texture->flags & SURF_DRAWSKY)
1439                                 RSurfShader_Sky(ent, texture, surfchain);
1440                 }
1441         }
1442 }
1443
1444 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1445 {
1446         int i;
1447         float *v;
1448         rmeshstate_t m;
1449         const entity_render_t *ent = calldata1;
1450         const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1451         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1452         GL_DepthMask(false);
1453         GL_DepthTest(true);
1454         R_Mesh_Matrix(&ent->matrix);
1455
1456         memset(&m, 0, sizeof(m));
1457         m.pointer_vertex = varray_vertex3f;
1458         R_Mesh_State(&m);
1459
1460         i = portal - ent->model->brushq1.portals;
1461         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1462                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1463                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1464                          0.125f);
1465         if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1466         {
1467                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1468                         VectorCopy(portal->points[i].position, v);
1469         }
1470         else
1471                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1472                         VectorCopy(portal->points[i].position, v);
1473         GL_LockArrays(0, portal->numpoints);
1474         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1475         GL_LockArrays(0, 0);
1476 }
1477
1478 // LordHavoc: this is just a nice debugging tool, very slow
1479 static void R_DrawPortals(entity_render_t *ent)
1480 {
1481         int i;
1482         mportal_t *portal, *endportal;
1483         float temp[3], center[3], f;
1484         if (ent->model == NULL)
1485                 return;
1486         for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1487         {
1488                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1489                 {
1490                         VectorClear(temp);
1491                         for (i = 0;i < portal->numpoints;i++)
1492                                 VectorAdd(temp, portal->points[i].position, temp);
1493                         f = ixtable[portal->numpoints];
1494                         VectorScale(temp, f, temp);
1495                         Matrix4x4_Transform(&ent->matrix, temp, center);
1496                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1497                 }
1498         }
1499 }
1500
1501 void R_PrepareBrushModel(entity_render_t *ent)
1502 {
1503         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1504         msurface_t *surf;
1505         model_t *model;
1506 #if WORLDNODECULLBACKFACES
1507         vec3_t modelorg;
1508 #endif
1509
1510         // because bmodels can be reused, we have to decide which things to render
1511         // from scratch every time
1512         model = ent->model;
1513         if (model == NULL)
1514                 return;
1515 #if WORLDNODECULLBACKFACES
1516         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1517 #endif
1518         numsurfaces = model->nummodelsurfaces;
1519         surf = model->brushq1.surfaces + model->firstmodelsurface;
1520         surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1521         surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1522         for (i = 0;i < numsurfaces;i++, surf++)
1523         {
1524 #if WORLDNODECULLBACKFACES
1525                 // mark any backface surfaces as not visible
1526                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1527                 {
1528                         if ((surf->flags & SURF_PLANEBACK))
1529                                 surfacevisframes[i] = r_framecount;
1530                 }
1531                 else if (!(surf->flags & SURF_PLANEBACK))
1532                         surfacevisframes[i] = r_framecount;
1533 #else
1534                 surfacevisframes[i] = r_framecount;
1535 #endif
1536                 surf->dlightframe = -1;
1537         }
1538         R_UpdateTextureInfo(ent);
1539         R_UpdateLightmapInfo(ent);
1540 }
1541
1542 void R_SurfaceWorldNode (entity_render_t *ent)
1543 {
1544         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1545         msurface_t *surf;
1546         mleaf_t *leaf;
1547         model_t *model;
1548         vec3_t modelorg;
1549
1550         // equivilant to quake's RecursiveWorldNode but faster and more effective
1551         model = ent->model;
1552         if (model == NULL)
1553                 return;
1554         surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1555         surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1556         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1557
1558         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1559         {
1560                 if (!R_CullBox (leaf->mins, leaf->maxs))
1561                 {
1562                         c_leafs++;
1563                         leaf->visframe = r_framecount;
1564                 }
1565         }
1566
1567         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1568         {
1569                 surfnum = model->brushq1.pvssurflist[i];
1570                 surf = model->brushq1.surfaces + surfnum;
1571 #if WORLDNODECULLBACKFACES
1572                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1573                 {
1574                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1575                                 surfacevisframes[surfnum] = r_framecount;
1576                 }
1577                 else
1578                 {
1579                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1580                                 surfacevisframes[surfnum] = r_framecount;
1581                 }
1582 #else
1583                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1584                         surfacevisframes[surfnum] = r_framecount;
1585 #endif
1586         }
1587 }
1588
1589 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1590 {
1591         int c, leafstackpos, *mark, *surfacevisframes;
1592 #if WORLDNODECULLBACKFACES
1593         int n;
1594         msurface_t *surf;
1595 #endif
1596         mleaf_t *leaf, *leafstack[8192];
1597         mportal_t *p;
1598         vec3_t modelorg;
1599         msurface_t *surfaces;
1600         if (ent->model == NULL)
1601                 return;
1602         // LordHavoc: portal-passage worldnode with PVS;
1603         // follows portals leading outward from viewleaf, does not venture
1604         // offscreen or into leafs that are not visible, faster than Quake's
1605         // RecursiveWorldNode
1606         surfaces = ent->model->brushq1.surfaces;
1607         surfacevisframes = ent->model->brushq1.surfacevisframes;
1608         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1609         viewleaf->worldnodeframe = r_framecount;
1610         leafstack[0] = viewleaf;
1611         leafstackpos = 1;
1612         while (leafstackpos)
1613         {
1614                 c_leafs++;
1615                 leaf = leafstack[--leafstackpos];
1616                 leaf->visframe = r_framecount;
1617                 // draw any surfaces bounding this leaf
1618                 if (leaf->nummarksurfaces)
1619                 {
1620                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1621                         {
1622 #if WORLDNODECULLBACKFACES
1623                                 n = *mark++;
1624                                 if (surfacevisframes[n] != r_framecount)
1625                                 {
1626                                         surf = surfaces + n;
1627                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1628                                         {
1629                                                 if ((surf->flags & SURF_PLANEBACK))
1630                                                         surfacevisframes[n] = r_framecount;
1631                                         }
1632                                         else
1633                                         {
1634                                                 if (!(surf->flags & SURF_PLANEBACK))
1635                                                         surfacevisframes[n] = r_framecount;
1636                                         }
1637                                 }
1638 #else
1639                                 surfacevisframes[*mark++] = r_framecount;
1640 #endif
1641                         }
1642                 }
1643                 // follow portals into other leafs
1644                 for (p = leaf->portals;p;p = p->next)
1645                 {
1646                         // LordHavoc: this DotProduct hurts less than a cache miss
1647                         // (which is more likely to happen if backflowing through leafs)
1648                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1649                         {
1650                                 leaf = p->past;
1651                                 if (leaf->worldnodeframe != r_framecount)
1652                                 {
1653                                         leaf->worldnodeframe = r_framecount;
1654                                         // FIXME: R_CullBox is absolute, should be done relative
1655                                         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1656                                                 leafstack[leafstackpos++] = leaf;
1657                                 }
1658                         }
1659                 }
1660         }
1661 }
1662
1663 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1664 {
1665         int j, c, *surfacepvsframes, *mark;
1666         mleaf_t *leaf;
1667         model_t *model;
1668
1669         model = ent->model;
1670         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1671         {
1672                 model->brushq1.pvsframecount++;
1673                 model->brushq1.pvsviewleaf = viewleaf;
1674                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1675                 model->brushq1.pvsleafchain = NULL;
1676                 model->brushq1.pvssurflistlength = 0;
1677                 if (viewleaf)
1678                 {
1679                         surfacepvsframes = model->brushq1.surfacepvsframes;
1680                         for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1681                         {
1682                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1683                                 {
1684                                         leaf->pvsframe = model->brushq1.pvsframecount;
1685                                         leaf->pvschain = model->brushq1.pvsleafchain;
1686                                         model->brushq1.pvsleafchain = leaf;
1687                                         // mark surfaces bounding this leaf as visible
1688                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1689                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1690                                 }
1691                         }
1692                         model->brushq1.BuildPVSTextureChains(model);
1693                 }
1694         }
1695 }
1696
1697 void R_WorldVisibility(entity_render_t *ent)
1698 {
1699         vec3_t modelorg;
1700         mleaf_t *viewleaf;
1701
1702         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1703         viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1704         R_PVSUpdate(ent, viewleaf);
1705
1706         if (!viewleaf)
1707                 return;
1708
1709         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1710                 R_SurfaceWorldNode (ent);
1711         else
1712                 R_PortalWorldNode (ent, viewleaf);
1713
1714         if (r_drawportals.integer)
1715                 R_DrawPortals(ent);
1716 }
1717
1718 void R_Q1BSP_DrawSky(entity_render_t *ent)
1719 {
1720         if (ent->model == NULL)
1721                 return;
1722         if (ent != &cl_entities[0].render)
1723                 R_PrepareBrushModel(ent);
1724         R_PrepareSurfaces(ent);
1725         R_DrawSurfaces(ent, SURF_DRAWSKY);
1726 }
1727
1728 void R_Q1BSP_Draw(entity_render_t *ent)
1729 {
1730         if (ent->model == NULL)
1731                 return;
1732         c_bmodels++;
1733         if (ent != &cl_entities[0].render)
1734                 R_PrepareBrushModel(ent);
1735         R_PrepareSurfaces(ent);
1736         R_UpdateTextureInfo(ent);
1737         R_UpdateLightmapInfo(ent);
1738         R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1739 }
1740
1741 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
1742 {
1743         model_t *model = ent->model;
1744         vec3_t lightmins, lightmaxs;
1745         int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1746         const int *e;
1747         const float *v[3];
1748         msurface_t *surface;
1749         mleaf_t *leaf;
1750         const qbyte *pvs;
1751         lightmins[0] = relativelightorigin[0] - lightradius;
1752         lightmins[1] = relativelightorigin[1] - lightradius;
1753         lightmins[2] = relativelightorigin[2] - lightradius;
1754         lightmaxs[0] = relativelightorigin[0] + lightradius;
1755         lightmaxs[1] = relativelightorigin[1] + lightradius;
1756         lightmaxs[2] = relativelightorigin[2] + lightradius;
1757         *outnumclusterspointer = 0;
1758         *outnumsurfacespointer = 0;
1759         memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1760         memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1761         if (model == NULL)
1762         {
1763                 VectorCopy(lightmins, outmins);
1764                 VectorCopy(lightmaxs, outmaxs);
1765                 return;
1766         }
1767         VectorCopy(relativelightorigin, outmins);
1768         VectorCopy(relativelightorigin, outmaxs);
1769         if (model->brush.GetPVS)
1770                 pvs = model->brush.GetPVS(model, relativelightorigin);
1771         else
1772                 pvs = NULL;
1773         // FIXME: use BSP recursion as lights are often small
1774         for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1775         {
1776                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1777                 {
1778                         outmins[0] = min(outmins[0], leaf->mins[0]);
1779                         outmins[1] = min(outmins[1], leaf->mins[1]);
1780                         outmins[2] = min(outmins[2], leaf->mins[2]);
1781                         outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1782                         outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1783                         outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1784                         if (outclusterpvs)
1785                         {
1786                                 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1787                                 {
1788                                         SETPVSBIT(outclusterpvs, leaf->clusterindex);
1789                                         outclusterlist[outnumclusters++] = leaf->clusterindex;
1790                                 }
1791                         }
1792                         if (outsurfacepvs)
1793                         {
1794                                 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1795                                 {
1796                                         surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1797                                         if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1798                                         {
1799                                                 surface = model->brushq1.surfaces + surfaceindex;
1800                                                 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1801                                                 {
1802                                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1803                                                         {
1804                                                                 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1805                                                                 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1806                                                                 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1807                                                                 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1808                                                                 {
1809                                                                         SETPVSBIT(outsurfacepvs, surfaceindex);
1810                                                                         outsurfacelist[outnumsurfaces++] = surfaceindex;
1811                                                                         break;
1812                                                                 }
1813                                                         }
1814                                                 }
1815                                         }
1816                                 }
1817                         }
1818                 }
1819         }
1820
1821         // limit combined leaf box to light boundaries
1822         outmins[0] = max(outmins[0], lightmins[0]);
1823         outmins[1] = max(outmins[1], lightmins[1]);
1824         outmins[2] = max(outmins[2], lightmins[2]);
1825         outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1826         outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1827         outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1828
1829         *outnumclusterspointer = outnumclusters;
1830         *outnumsurfacespointer = outnumsurfaces;
1831 }
1832
1833 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1834 {
1835         model_t *model = ent->model;
1836         vec3_t lightmins, lightmaxs;
1837         msurface_t *surface;
1838         int surfacelistindex;
1839         if (r_drawcollisionbrushes.integer < 2)
1840         {
1841                 lightmins[0] = relativelightorigin[0] - lightradius;
1842                 lightmins[1] = relativelightorigin[1] - lightradius;
1843                 lightmins[2] = relativelightorigin[2] - lightradius;
1844                 lightmaxs[0] = relativelightorigin[0] + lightradius;
1845                 lightmaxs[1] = relativelightorigin[1] + lightradius;
1846                 lightmaxs[2] = relativelightorigin[2] + lightradius;
1847                 R_Mesh_Matrix(&ent->matrix);
1848                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1849                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1850                 {
1851                         surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1852                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
1853                 }
1854                 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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
1855         }
1856 }
1857
1858 void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
1859 {
1860         model_t *model = ent->model;
1861         vec3_t lightmins, lightmaxs, modelorg;
1862         msurface_t *surface;
1863         texture_t *t;
1864         int surfacelistindex;
1865         if (r_drawcollisionbrushes.integer < 2)
1866         {
1867                 lightmins[0] = relativelightorigin[0] - lightradius;
1868                 lightmins[1] = relativelightorigin[1] - lightradius;
1869                 lightmins[2] = relativelightorigin[2] - lightradius;
1870                 lightmaxs[0] = relativelightorigin[0] + lightradius;
1871                 lightmaxs[1] = relativelightorigin[1] + lightradius;
1872                 lightmaxs[2] = relativelightorigin[2] + lightradius;
1873                 R_Mesh_Matrix(&ent->matrix);
1874                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1875                 R_UpdateTextureInfo(ent);
1876                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1877                 {
1878                         surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1879                         if (r_shadow_compilingrtlight)
1880                         {
1881                                 // if compiling an rtlight, capture the mesh
1882                                 t = surface->texinfo->texture;
1883                                 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1884                                         Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
1885                         }
1886                         else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
1887                         {
1888                                 t = surface->texinfo->texture->currentframe;
1889                                 // FIXME: transparent surfaces need to be lit later
1890                                 if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
1891                                         R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
1892                         }
1893                 }
1894         }
1895 }
1896
1897 void R_DrawCollisionBrush(colbrushf_t *brush)
1898 {
1899         int i;
1900         rmeshstate_t m;
1901         memset(&m, 0, sizeof(m));
1902         m.pointer_vertex = brush->points->v;
1903         R_Mesh_State(&m);
1904         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
1905         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1906         GL_LockArrays(0, brush->numpoints);
1907         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1908         GL_LockArrays(0, 0);
1909 }
1910
1911 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1912 {
1913         int i;
1914         rmeshstate_t m;
1915         if (!face->num_collisiontriangles)
1916                 return;
1917         memset(&m, 0, sizeof(m));
1918         m.pointer_vertex = face->data_collisionvertex3f;
1919         R_Mesh_State(&m);
1920         i = (int)(((size_t)face) / sizeof(q3msurface_t));
1921         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1922         GL_LockArrays(0, face->num_collisionvertices);
1923         R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1924         GL_LockArrays(0, 0);
1925 }
1926
1927 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
1928 {
1929         const entity_render_t *ent = voident;
1930         q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
1931         rmeshstate_t m;
1932         R_Mesh_Matrix(&ent->matrix);
1933         memset(&m, 0, sizeof(m));
1934         if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
1935                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1936         else
1937                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1938         GL_DepthMask(false);
1939         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
1940         m.tex[0] = R_GetTexture(face->texture->skin.base);
1941         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1942         // LordHavoc: quake3 was not able to do this; lit transparent surfaces
1943         if (gl_combine.integer)
1944         {
1945                 m.texrgbscale[0] = 2;
1946                 if (r_textureunits.integer >= 2)
1947                 {
1948                         m.tex[1] = R_GetTexture(face->lightmaptexture);
1949                         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1950                         GL_Color(1, 1, 1, ent->alpha);
1951                 }
1952                 else
1953                 {
1954                         if (ent->alpha == 1)
1955                                 m.pointer_color = face->data_color4f;
1956                         else
1957                         {
1958                                 int i;
1959                                 for (i = 0;i < face->num_vertices;i++)
1960                                 {
1961                                         varray_color4f[i*4+0] = face->data_color4f[i*4+0];
1962                                         varray_color4f[i*4+1] = face->data_color4f[i*4+1];
1963                                         varray_color4f[i*4+2] = face->data_color4f[i*4+2];
1964                                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1965                                 }
1966                                 m.pointer_color = varray_color4f;
1967                         }
1968                 }
1969         }
1970         else
1971         {
1972                 int i;
1973                 for (i = 0;i < face->num_vertices;i++)
1974                 {
1975                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
1976                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
1977                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
1978                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1979                 }
1980                 m.pointer_color = varray_color4f;
1981         }
1982         if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
1983         {
1984                 int i, j;
1985                 float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
1986                 matrix4x4_t matrix1, imatrix1;
1987                 R_Mesh_Matrix(&r_identitymatrix);
1988                 // a single autosprite surface can contain multiple sprites...
1989                 for (j = 0;j < face->num_vertices - 3;j += 4)
1990                 {
1991                         VectorClear(center);
1992                         for (i = 0;i < 4;i++)
1993                                 VectorAdd(center, face->data_vertex3f + (j+i) * 3, center);
1994                         VectorScale(center, 0.25f, center);
1995                         Matrix4x4_Transform(&ent->matrix, center, center2);
1996                         // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
1997                         Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
1998                         Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
1999                         for (i = 0;i < 4;i++)
2000                                 Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
2001                         if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2002                         {
2003                                 forward[0] = r_vieworigin[0] - center2[0];
2004                                 forward[1] = r_vieworigin[1] - center2[1];
2005                                 forward[2] = 0;
2006                                 VectorNormalize(forward);
2007                                 right[0] = forward[1];
2008                                 right[1] = -forward[0];
2009                                 right[2] = 0;
2010                                 up[0] = 0;
2011                                 up[1] = 0;
2012                                 up[2] = 1;
2013                         }
2014                         else
2015                         {
2016                                 VectorCopy(r_viewforward, forward);
2017                                 VectorCopy(r_viewright, right);
2018                                 VectorCopy(r_viewup, up);
2019                         }
2020                         for (i = 0;i < 4;i++)
2021                                 VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
2022                 }
2023                 m.pointer_vertex = varray_vertex3f;
2024         }
2025         else
2026                 m.pointer_vertex = face->data_vertex3f;
2027         R_Mesh_State(&m);
2028         if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2029                 qglDisable(GL_CULL_FACE);
2030         GL_LockArrays(0, face->num_vertices);
2031         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2032         GL_LockArrays(0, 0);
2033         if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2034                 qglEnable(GL_CULL_FACE);
2035 }
2036
2037 void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
2038 {
2039         int i, texturefaceindex;
2040         rmeshstate_t m;
2041         if (!texturenumfaces)
2042                 return;
2043         c_faces += texturenumfaces;
2044         // transparent surfaces get sorted for later drawing
2045         if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2046         {
2047                 vec3_t facecenter, center;
2048                 // drawing sky transparently would be too difficult
2049                 if (t->surfaceparms & Q3SURFACEPARM_SKY)
2050                         return;
2051                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2052                 {
2053                         q3msurface_t *face = texturefacelist[texturefaceindex];
2054                         facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2055                         facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2056                         facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2057                         Matrix4x4_Transform(&ent->matrix, facecenter, center);
2058                         R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2059                 }
2060                 return;
2061         }
2062         // sky surfaces draw sky if needed and render themselves as a depth mask
2063         if (t->surfaceparms & Q3SURFACEPARM_SKY)
2064         {
2065                 if (skyrendernow)
2066                 {
2067                         skyrendernow = false;
2068                         if (skyrendermasked)
2069                                 R_Sky();
2070                 }
2071                 if (!r_q3bsp_renderskydepth.integer)
2072                         return;
2073
2074                 R_Mesh_Matrix(&ent->matrix);
2075
2076                 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2077                 if (skyrendermasked)
2078                 {
2079                         // depth-only (masking)
2080                         GL_ColorMask(0,0,0,0);
2081                         // just to make sure that braindead drivers don't draw anything
2082                         // despite that colormask...
2083                         GL_BlendFunc(GL_ZERO, GL_ONE);
2084                 }
2085                 else
2086                 {
2087                         // fog sky
2088                         GL_BlendFunc(GL_ONE, GL_ZERO);
2089                 }
2090                 GL_DepthMask(true);
2091                 GL_DepthTest(true);
2092
2093                 memset(&m, 0, sizeof(m));
2094                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2095                 {
2096                         q3msurface_t *face = texturefacelist[texturefaceindex];
2097                         m.pointer_vertex = face->data_vertex3f;
2098                         R_Mesh_State(&m);
2099                         GL_LockArrays(0, face->num_vertices);
2100                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2101                         GL_LockArrays(0, 0);
2102                 }
2103                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
2104                 return;
2105         }
2106         // gl_lightmaps debugging mode skips normal texturing
2107         if (gl_lightmaps.integer)
2108         {
2109                 GL_DepthMask(true);
2110                 GL_DepthTest(true);
2111                 GL_BlendFunc(GL_ONE, GL_ZERO);
2112                 qglDisable(GL_CULL_FACE);
2113                 memset(&m, 0, sizeof(m));
2114                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2115                 {
2116                         q3msurface_t *face = texturefacelist[texturefaceindex];
2117                         m.tex[0] = R_GetTexture(face->lightmaptexture);
2118                         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2119                         if (face->lightmaptexture)
2120                         {
2121                                 GL_Color(1, 1, 1, 1);
2122                                 m.pointer_color = NULL;
2123                         }
2124                         else
2125                                 m.pointer_color = face->data_color4f;
2126                         m.pointer_vertex = face->data_vertex3f;
2127                         R_Mesh_State(&m);
2128                         GL_LockArrays(0, face->num_vertices);
2129                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2130                         GL_LockArrays(0, 0);
2131                 }
2132                 qglEnable(GL_CULL_FACE);
2133                 return;
2134         }
2135         // anything else is a typical wall, lightmap * texture + glow
2136         if (!(ent->flags & RENDER_LIGHT))
2137         {
2138                 GL_DepthMask(true);
2139                 GL_DepthTest(true);
2140                 GL_BlendFunc(GL_ONE, GL_ZERO);
2141                 GL_Color(1, 1, 1, 1);
2142                 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2143                         qglDisable(GL_CULL_FACE);
2144                 memset(&m, 0, sizeof(m));
2145                 m.tex[0] = R_GetTexture(t->skin.base);
2146                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2147                 {
2148                         q3msurface_t *face = texturefacelist[texturefaceindex];
2149                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2150                         m.pointer_vertex = face->data_vertex3f;
2151                         R_Mesh_State(&m);
2152                         GL_LockArrays(0, face->num_vertices);
2153                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2154                         GL_LockArrays(0, 0);
2155                 }
2156                 if (t->skin.glow)
2157                 {
2158                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2159                         GL_DepthMask(false);
2160                         m.tex[0] = R_GetTexture(t->skin.glow);
2161                         for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2162                         {
2163                                 q3msurface_t *face = texturefacelist[texturefaceindex];
2164                                 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2165                                 m.pointer_vertex = face->data_vertex3f;
2166                                 R_Mesh_State(&m);
2167                                 GL_LockArrays(0, face->num_vertices);
2168                                 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2169                                 GL_LockArrays(0, 0);
2170                         }
2171                 }
2172                 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2173                         qglEnable(GL_CULL_FACE);
2174                 return;
2175         }
2176         if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2177                 qglDisable(GL_CULL_FACE);
2178         if (r_lightmapintensity <= 0)
2179         {
2180                 GL_DepthMask(true);
2181                 GL_DepthTest(true);
2182                 GL_BlendFunc(GL_ONE, GL_ZERO);
2183                 GL_Color(0, 0, 0, 1);
2184                 memset(&m, 0, sizeof(m));
2185                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2186                 {
2187                         q3msurface_t *face = texturefacelist[texturefaceindex];
2188                         m.pointer_vertex = face->data_vertex3f;
2189                         R_Mesh_State(&m);
2190                         GL_LockArrays(0, face->num_vertices);
2191                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2192                         GL_LockArrays(0, 0);
2193                 }
2194         }
2195         else if (r_textureunits.integer >= 2 && gl_combine.integer)
2196         {
2197                 // dualtexture combine
2198                 GL_DepthMask(true);
2199                 GL_DepthTest(true);
2200                 GL_BlendFunc(GL_ONE, GL_ZERO);
2201                 memset(&m, 0, sizeof(m));
2202                 m.tex[0] = R_GetTexture(t->skin.base);
2203                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2204                 {
2205                         q3msurface_t *face = texturefacelist[texturefaceindex];
2206                         m.tex[1] = R_GetTexture(face->lightmaptexture);
2207                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2208                         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2209                         m.texrgbscale[1] = 2;
2210                         if (face->lightmaptexture)
2211                         {
2212                                 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
2213                                 m.pointer_color = NULL;
2214                         }
2215                         else if (r_lightmapintensity == 1)
2216                                 m.pointer_color = face->data_color4f;
2217                         else
2218                         {
2219                                 m.pointer_color = varray_color4f;
2220                                 for (i = 0;i < face->num_vertices;i++)
2221                                 {
2222                                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity;
2223                                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity;
2224                                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity;
2225                                         varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2226                                 }
2227                         }
2228                         m.pointer_vertex = face->data_vertex3f;
2229                         R_Mesh_State(&m);
2230                         GL_LockArrays(0, face->num_vertices);
2231                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2232                         GL_LockArrays(0, 0);
2233                 }
2234         }
2235         else
2236         {
2237                 // single texture
2238                 GL_DepthMask(true);
2239                 GL_DepthTest(true);
2240                 GL_BlendFunc(GL_ONE, GL_ZERO);
2241                 memset(&m, 0, sizeof(m));
2242                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2243                 {
2244                         q3msurface_t *face = texturefacelist[texturefaceindex];
2245                         m.tex[0] = R_GetTexture(face->lightmaptexture);
2246                         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2247                         if (face->lightmaptexture)
2248                                 m.pointer_color = NULL;
2249                         else
2250                                 m.pointer_color = face->data_color4f;
2251                         m.pointer_vertex = face->data_vertex3f;
2252                         R_Mesh_State(&m);
2253                         GL_LockArrays(0, face->num_vertices);
2254                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2255                         GL_LockArrays(0, 0);
2256                 }
2257                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2258                 GL_DepthMask(false);
2259                 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
2260                 memset(&m, 0, sizeof(m));
2261                 m.tex[0] = R_GetTexture(t->skin.base);
2262                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2263                 {
2264                         q3msurface_t *face = texturefacelist[texturefaceindex];
2265                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2266                         m.pointer_vertex = face->data_vertex3f;
2267                         R_Mesh_State(&m);
2268                         GL_LockArrays(0, face->num_vertices);
2269                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2270                         GL_LockArrays(0, 0);
2271                 }
2272         }
2273         if (r_ambient.value)
2274         {
2275                 GL_BlendFunc(GL_ONE, GL_ONE);
2276                 GL_DepthMask(false);
2277                 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2278                 memset(&m, 0, sizeof(m));
2279                 m.tex[0] = R_GetTexture(t->skin.base);
2280                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2281                 {
2282                         q3msurface_t *face = texturefacelist[texturefaceindex];
2283                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2284                         m.pointer_vertex = face->data_vertex3f;
2285                         R_Mesh_State(&m);
2286                         GL_LockArrays(0, face->num_vertices);
2287                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2288                         GL_LockArrays(0, 0);
2289                 }
2290         }
2291         if (t->skin.glow)
2292         {
2293                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2294                 GL_DepthMask(false);
2295                 GL_Color(1, 1, 1, 1);
2296                 memset(&m, 0, sizeof(m));
2297                 m.tex[0] = R_GetTexture(t->skin.glow);
2298                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2299                 {
2300                         q3msurface_t *face = texturefacelist[texturefaceindex];
2301                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2302                         m.pointer_vertex = face->data_vertex3f;
2303                         R_Mesh_State(&m);
2304                         GL_LockArrays(0, face->num_vertices);
2305                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2306                         GL_LockArrays(0, 0);
2307                 }
2308         }
2309         if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2310                 qglEnable(GL_CULL_FACE);
2311 }
2312
2313 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
2314 {
2315         int i, ti, flagsmask, flags;
2316         q3msurface_t *face;
2317         model_t *model;
2318         q3mtexture_t *t;
2319         const int maxfaces = 1024;
2320         int numfaces = 0;
2321         q3msurface_t *facelist[1024];
2322         R_Mesh_Matrix(&ent->matrix);
2323         model = ent->model;
2324         flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
2325         if (skyfaces)
2326                 flags = Q3SURFACEFLAG_SKY;
2327         else
2328                 flags = 0;
2329         if (ent == &cl_entities[0].render)
2330         {
2331                 int j;
2332                 q3mleaf_t *leaf;
2333                 R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces);
2334                 for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2335                 {
2336                         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
2337                         {
2338                                 c_leafs++;
2339                                 for (i = 0;i < leaf->numleaffaces;i++)
2340                                         r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
2341                         }
2342                 }
2343                 for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
2344                 {
2345                         if ((t->surfaceflags & flagsmask) == flags)
2346                         {
2347                                 numfaces = 0;
2348                                 for (i = 0;i < t->numfaces;i++)
2349                                 {
2350                                         if (r_surf_surfacevisible[t->facenumlist[i]])
2351                                         {
2352                                                 face = t->facelist[i];
2353                                                 if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
2354                                                 {
2355                                                         if (numfaces >= maxfaces)
2356                                                         {
2357                                                                 if (numfaces)
2358                                                                         R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2359                                                                 numfaces = 0;
2360                                                         }
2361                                                         facelist[numfaces++] = face;
2362                                                 }
2363                                         }
2364                                 }
2365                                 if (numfaces)
2366                                         R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2367                         }
2368                 }
2369         }
2370         else
2371         {
2372                 t = NULL;
2373                 numfaces = 0;
2374                 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2375                 {
2376                         if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
2377                         {                                                     
2378                                 if (t != face->texture || numfaces >= maxfaces)
2379                                 {
2380                                         if (numfaces)
2381                                                 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2382                                         numfaces = 0;
2383                                         t = face->texture;
2384                                 }
2385                                 facelist[numfaces++] = face;
2386                         }
2387                 }
2388                 if (numfaces)
2389                         R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2390         }
2391 }
2392
2393 void R_Q3BSP_DrawSky(entity_render_t *ent)
2394 {
2395         if (r_drawcollisionbrushes.integer < 2)
2396                 R_Q3BSP_DrawFaces(ent, true);
2397 }
2398
2399 void R_Q3BSP_Draw(entity_render_t *ent)
2400 {
2401         if (r_drawcollisionbrushes.integer < 2)
2402                 R_Q3BSP_DrawFaces(ent, false);
2403         if (r_drawcollisionbrushes.integer >= 1)
2404         {
2405                 int i;
2406                 model_t *model = ent->model;
2407                 q3msurface_t *face;
2408                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2409                 GL_DepthMask(false);
2410                 GL_DepthTest(true);
2411                 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2412                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2413                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2414                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2415                 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2416                         if (face->num_collisiontriangles)
2417                                 R_Q3BSP_DrawCollisionFace(ent, face);
2418                 qglPolygonOffset(0, 0);
2419         }
2420 }
2421
2422 void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
2423 {
2424         model_t *model = ent->model;
2425         vec3_t lightmins, lightmaxs;
2426         int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2427         const int *e;
2428         const float *v[3];
2429         q3msurface_t *surface;
2430         q3mleaf_t *leaf;
2431         const qbyte *pvs;
2432         lightmins[0] = relativelightorigin[0] - lightradius;
2433         lightmins[1] = relativelightorigin[1] - lightradius;
2434         lightmins[2] = relativelightorigin[2] - lightradius;
2435         lightmaxs[0] = relativelightorigin[0] + lightradius;
2436         lightmaxs[1] = relativelightorigin[1] + lightradius;
2437         lightmaxs[2] = relativelightorigin[2] + lightradius;
2438         *outnumclusterspointer = 0;
2439         *outnumsurfacespointer = 0;
2440         memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2441         memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2442         if (model == NULL)
2443         {
2444                 VectorCopy(lightmins, outmins);
2445                 VectorCopy(lightmaxs, outmaxs);
2446                 return;
2447         }
2448         VectorCopy(relativelightorigin, outmins);
2449         VectorCopy(relativelightorigin, outmaxs);
2450         if (model->brush.GetPVS)
2451                 pvs = model->brush.GetPVS(model, relativelightorigin);
2452         else
2453                 pvs = NULL;
2454         // FIXME: use BSP recursion as lights are often small
2455         for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2456         {
2457                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2458                 {
2459                         outmins[0] = min(outmins[0], leaf->mins[0]);
2460                         outmins[1] = min(outmins[1], leaf->mins[1]);
2461                         outmins[2] = min(outmins[2], leaf->mins[2]);
2462                         outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2463                         outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2464                         outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2465                         if (outclusterpvs)
2466                         {
2467                                 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2468                                 {
2469                                         SETPVSBIT(outclusterpvs, leaf->clusterindex);
2470                                         outclusterlist[outnumclusters++] = leaf->clusterindex;
2471                                 }
2472                         }
2473                         if (outsurfacepvs)
2474                         {
2475                                 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2476                                 {
2477                                         surface = leaf->firstleafface[marksurfaceindex];
2478                                         surfaceindex = surface - model->brushq3.data_faces;
2479                                         if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2480                                         {
2481                                                 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
2482                                                 {
2483                                                         if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2484                                                         {
2485                                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2486                                                                 {
2487                                                                         v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2488                                                                         v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2489                                                                         v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2490                                                                         if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2491                                                                         {
2492                                                                                 SETPVSBIT(outsurfacepvs, surfaceindex);
2493                                                                                 outsurfacelist[outnumsurfaces++] = surfaceindex;
2494                                                                                 break;
2495                                                                         }
2496                                                                 }
2497                                                         }
2498                                                         else
2499                                                         {
2500                                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2501                                                                 {
2502                                                                         v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2503                                                                         v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2504                                                                         v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2505                                                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2506                                                                         {
2507                                                                                 SETPVSBIT(outsurfacepvs, surfaceindex);
2508                                                                                 outsurfacelist[outnumsurfaces++] = surfaceindex;
2509                                                                                 break;
2510                                                                         }
2511                                                                 }
2512                                                         }
2513                                                 }
2514                                         }
2515                                 }
2516                         }
2517                 }
2518         }
2519
2520         // limit combined leaf box to light boundaries
2521         outmins[0] = max(outmins[0], lightmins[0]);
2522         outmins[1] = max(outmins[1], lightmins[1]);
2523         outmins[2] = max(outmins[2], lightmins[2]);
2524         outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2525         outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2526         outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2527
2528         *outnumclusterspointer = outnumclusters;
2529         *outnumsurfacespointer = outnumsurfaces;
2530 }
2531
2532 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2533 {
2534         model_t *model = ent->model;
2535         vec3_t lightmins, lightmaxs;
2536         q3msurface_t *surface;
2537         int surfacelistindex;
2538         if (r_drawcollisionbrushes.integer < 2)
2539         {
2540                 lightmins[0] = relativelightorigin[0] - lightradius;
2541                 lightmins[1] = relativelightorigin[1] - lightradius;
2542                 lightmins[2] = relativelightorigin[2] - lightradius;
2543                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2544                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2545                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2546                 R_Mesh_Matrix(&ent->matrix);
2547                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2548                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2549                 {
2550                         surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2551                         // FIXME: check some manner of face->rendermode here?
2552                         if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
2553                                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
2554                 }
2555                 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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2556         }
2557 }
2558
2559 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
2560 {
2561         model_t *model = ent->model;
2562         vec3_t lightmins, lightmaxs, modelorg;
2563         q3msurface_t *surface;
2564         int surfacelistindex;
2565         if (r_drawcollisionbrushes.integer < 2)
2566         {
2567                 lightmins[0] = relativelightorigin[0] - lightradius;
2568                 lightmins[1] = relativelightorigin[1] - lightradius;
2569                 lightmins[2] = relativelightorigin[2] - lightradius;
2570                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2571                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2572                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2573                 R_Mesh_Matrix(&ent->matrix);
2574                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2575                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2576                 {
2577                         surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2578                         if (r_shadow_compilingrtlight)
2579                         {
2580                                 // if compiling an rtlight, capture the mesh
2581                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
2582                         }
2583                         else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2584                         {
2585                                 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2586                                         qglDisable(GL_CULL_FACE);
2587                                 R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
2588                                 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2589                                         qglEnable(GL_CULL_FACE);
2590                         }
2591                 }
2592         }
2593 }
2594
2595 static void gl_surf_start(void)
2596 {
2597         r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
2598         r_surf_surfacevisiblelimit = 65536;
2599         r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
2600 }
2601
2602 static void gl_surf_shutdown(void)
2603 {
2604         r_surf_surfacevisiblelimit = 0;
2605         r_surf_surfacevisible = NULL;
2606         Mem_FreePool(&r_surf_mempool);
2607 }
2608
2609 static void gl_surf_newmap(void)
2610 {
2611 }
2612
2613 void GL_Surf_Init(void)
2614 {
2615         int i;
2616         dlightdivtable[0] = 4194304;
2617         for (i = 1;i < 32768;i++)
2618                 dlightdivtable[i] = 4194304 / (i << 7);
2619
2620         Cvar_RegisterVariable(&r_ambient);
2621         Cvar_RegisterVariable(&r_drawportals);
2622         Cvar_RegisterVariable(&r_testvis);
2623         Cvar_RegisterVariable(&r_floatbuildlightmap);
2624         Cvar_RegisterVariable(&r_detailtextures);
2625         Cvar_RegisterVariable(&r_surfaceworldnode);
2626         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2627         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2628         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2629         Cvar_RegisterVariable(&gl_lightmaps);
2630
2631         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2632 }
2633