]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
entity shadow casting is now optional per entity (EF_NOSHADOW added), and special...
[xonotic/darkplaces.git] / gl_rmain.c
index c84eb7ea19e44e120a2e64c38742fa3d278feb02..fe0052d2830c1a4ae443dd2b3b7ae59a41123781 100644 (file)
@@ -21,69 +21,81 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-//static qboolean      r_cache_thrash;         // compatability
+// used for dlight push checking and other things
+int r_framecount;
 
-entity_render_t        *currentrenderentity;
+mplane_t frustum[4];
 
-int                    r_framecount;           // used for dlight push checking
+matrix4x4_t r_identitymatrix;
 
-mplane_t       frustum[4];
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+// true during envmap command capture
+qboolean envmap;
 
-qboolean       envmap;                         // true during envmap command capture
+float r_farclip;
 
-// LordHavoc: moved all code related to particles into r_part.c
-//int                  particletexture;        // little dot for particles
-//int                  playertextures;         // up to 16 color translated skins
-
-//
 // view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-//float        r_world_matrix[16];
-//float        r_base_world_matrix[16];
+vec3_t r_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
 
 //
 // screen size info
 //
-refdef_t       r_refdef;
-
-mleaf_t                *r_viewleaf, *r_oldviewleaf;
-
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
-
-//cvar_t       r_norefresh = {0, "r_norefresh","0"};
-cvar_t r_drawentities = {0, "r_drawentities","1"};
-cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_speeds = {0, "r_speeds","0"};
-cvar_t r_speeds2 = {0, "r_speeds2","0"};
-cvar_t r_fullbright = {0, "r_fullbright","0"};
-//cvar_t       r_lightmap = {0, "r_lightmap","0"};
-cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
-cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
-cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
-cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-
-cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
-//cvar_t       r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-
-cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
-
-cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
-cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+refdef_t r_refdef;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32"};
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
+       }
+}
 
-cvar_t r_multitexture = {0, "r_multitexture", "1"};
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
+       }
+}
 
 /*
 ====================
@@ -95,20 +107,18 @@ For program optimization
 qboolean intimerefresh = 0;
 static void R_TimeRefresh_f (void)
 {
-       int                     i;
-       float           start, stop, time;
+       int i;
+       float start, stop, time;
 
        intimerefresh = 1;
        start = Sys_DoubleTime ();
-       glDrawBuffer (GL_FRONT);
        for (i = 0;i < 128;i++)
        {
                r_refdef.viewangles[0] = 0;
                r_refdef.viewangles[1] = i/128.0*360.0;
                r_refdef.viewangles[2] = 0;
-               R_RenderView();
+               CL_UpdateScreen();
        }
-       glDrawBuffer  (GL_BACK);
 
        stop = Sys_DoubleTime ();
        intimerefresh = 0;
@@ -116,54 +126,6 @@ static void R_TimeRefresh_f (void)
        Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
 }
 
-extern cvar_t r_drawportals;
-
-int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
-{
-       int sides;
-       mnode_t *nodestack[8192], *node;
-       int stack = 0;
-
-       if (R_CullBox(mins, maxs))
-               return true;
-
-       node = cl.worldmodel->nodes;
-loc0:
-       if (node->contents < 0)
-       {
-               if (((mleaf_t *)node)->visframe == r_framecount)
-                       return false;
-               if (!stack)
-                       return true;
-               node = nodestack[--stack];
-               goto loc0;
-       }
-
-       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
-
-// recurse down the contacted sides
-       if (sides & 1)
-       {
-               if (sides & 2) // 3
-               {
-                       // put second child on the stack for later examination
-                       nodestack[stack++] = node->children[1];
-                       node = node->children[0];
-                       goto loc0;
-               }
-               else // 1
-               {
-                       node = node->children[0];
-                       goto loc0;
-               }
-       }
-       // 2
-       node = node->children[1];
-       goto loc0;
-}
-
-qboolean lighthalf;
-
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
@@ -243,52 +205,80 @@ void gl_main_shutdown(void)
 {
 }
 
+extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       if (cl.worldmodel && cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
        r_framecount = 1;
 }
 
 void GL_Main_Init(void)
 {
+       Matrix4x4_CreateIdentity(&r_identitymatrix);
 // FIXME: move this to client?
        FOG_registercvars();
        Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable (&r_drawentities);
        Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_shadows);
+       Cvar_RegisterVariable (&r_shadow_staticworldlights);
        Cvar_RegisterVariable (&r_speeds);
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_dynamicbothsides);
        Cvar_RegisterVariable (&r_fullbrights);
        Cvar_RegisterVariable (&r_wateralpha);
        Cvar_RegisterVariable (&r_dynamic);
-       Cvar_RegisterVariable (&r_waterripple);
        Cvar_RegisterVariable (&r_fullbright);
-       Cvar_RegisterVariable (&r_ser);
-       Cvar_RegisterVariable (&gl_viewmodeldepthhack);
-       Cvar_RegisterVariable (&r_multitexture);
-       if (gamemode == GAME_NEHAHRA)
+       Cvar_RegisterVariable (&r_textureunits);
+       Cvar_RegisterVariable (&r_shadow_cull);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
+vec3_t r_farclip_origin;
+vec3_t r_farclip_direction;
+vec_t r_farclip_directiondist;
+vec_t r_farclip_meshfarclip;
+int r_farclip_directionbit0;
+int r_farclip_directionbit1;
+int r_farclip_directionbit2;
+
+// start a farclip measuring session
+void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+}
+
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+{
+       float d;
+       d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+         + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+         + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+       if (r_farclip_meshfarclip < d)
+               r_farclip_meshfarclip = d;
+}
+
+// return farclip value
+float R_FarClip_Finish(void)
+{
+       return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
 /*
 ===============
 R_NewMap
 ===============
 */
-void CL_ParseEntityLump(char *entitystring);
 void R_NewMap (void)
 {
-       int             i;
-
-       for (i=0 ; i<256 ; i++)
-               d_lightstylevalue[i] = 264;             // normal light value
-
-       r_viewleaf = NULL;
-       if (cl.worldmodel->entities)
-               CL_ParseEntityLump(cl.worldmodel->entities);
        R_Modules_NewMap();
 }
 
@@ -296,38 +286,36 @@ extern void R_Textures_Init(void);
 extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
+extern void R_Shadow_Init(void);
 extern void GL_Models_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
-extern void GL_Screen_Init(void);
 extern void R_Crosshairs_Init(void);
 extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
-extern void R_Clip_Init(void);
 extern void ui_init(void);
 extern void gl_backend_init(void);
+extern void Sbar_Init(void);
 
 void Render_Init(void)
 {
-       R_Modules_Shutdown();
        R_Textures_Init();
        Mod_RenderInit();
        gl_backend_init();
-       R_Clip_Init();
+       R_MeshQueue_Init();
        GL_Draw_Init();
        GL_Main_Init();
+       R_Shadow_Init();
        GL_Models_Init();
        R_Sky_Init();
        GL_Surf_Init();
-       GL_Screen_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       R_Decals_Init();
        ui_init();
-       R_Modules_Start();
+       Sbar_Init();
 }
 
 /*
@@ -338,178 +326,859 @@ GL_Init
 extern char *ENGINE_EXTENSIONS;
 void GL_Init (void)
 {
-       gl_vendor = glGetString (GL_VENDOR);
-       Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
-       gl_renderer = glGetString (GL_RENDERER);
-       Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
-
-       gl_version = glGetString (GL_VERSION);
-       Con_Printf ("GL_VERSION: %s\n", gl_version);
-       gl_extensions = glGetString (GL_EXTENSIONS);
-       Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
-
-//     Con_Printf ("%s %s\n", gl_renderer, gl_version);
-
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
        Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+}
 
-       glCullFace(GL_FRONT);
-       glEnable(GL_TEXTURE_2D);
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int i;
+       mplane_t *p;
+       for (i = 0;i < 4;i++)
+       {
+               p = frustum + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
+}
 
-//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
+                               return false;
+               }
+               else
+               {
+                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
+                       if (sides & 2 && stackpos < 4096)
+                               stack[stackpos++] = node->children[1];
+                       if (sides & 1 && stackpos < 4096)
+                               stack[stackpos++] = node->children[0];
+               }
+       }
+       return true;
 }
 
+int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       if (R_CullBox(mins, maxs))
+               return true;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->visframe == r_framecount)
+                               return false;
+               }
+               else
+               {
+                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
+                       if (sides & 2 && stackpos < 4096)
+                               stack[stackpos++] = node->children[1];
+                       if (sides & 1 && stackpos < 4096)
+                               stack[stackpos++] = node->children[0];
+               }
+       }
+       return true;
+}
 
-//==================================================================================
+int R_CullSphere(const vec3_t origin, vec_t radius)
+{
+       return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
+            || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
+            || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
+            || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
+}
 
-void R_Entity_Callback(void *data, void *junk)
+int PVS_CullSphere(const vec3_t origin, vec_t radius)
 {
-       ((entity_render_t *)data)->visframe = r_framecount;
+       int stackpos;
+       mnode_t *node, *stack[4096];
+       float dist;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
+                               return false;
+               }
+               else
+               {
+                       dist = PlaneDiff(origin, node->plane);
+                       if (dist <= radius)
+                               stack[stackpos++] = node->children[1];
+                       if (dist >= -radius)
+                               stack[stackpos++] = node->children[0];
+               }
+       }
+       return true;
 }
 
+int VIS_CullSphere(const vec3_t origin, vec_t radius)
+{
+       int stackpos;
+       mnode_t *node, *stack[4096];
+       float dist;
+       if (R_CullSphere(origin, radius))
+               return true;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->visframe == r_framecount)
+                               return false;
+               }
+               else
+               {
+                       dist = PlaneDiff(origin, node->plane);
+                       if (dist <= radius)
+                               stack[stackpos++] = node->children[1];
+                       if (dist >= -radius)
+                               stack[stackpos++] = node->children[0];
+               }
+       }
+       return true;
+}
+
+
+//==================================================================================
+
 static void R_MarkEntities (void)
 {
-       int             i;
-       vec3_t  v;
+       int i;
+       vec3_t v;
+       entity_render_t *ent;
+
+       ent = &cl_entities[0].render;
+       Matrix4x4_CreateIdentity(&ent->matrix);
+       Matrix4x4_CreateIdentity(&ent->inversematrix);
+
+       if (cl.worldmodel)
+               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
 
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = &cl_visedicts[i]->render;
-               Mod_CheckLoaded(currentrenderentity->model);
+               ent = r_refdef.entities[i];
+               Mod_CheckLoaded(ent->model);
 
                // move view-relative models to where they should be
-               if (currentrenderentity->flags & RENDER_VIEWMODEL)
+               if (ent->flags & RENDER_VIEWMODEL)
                {
                        // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       currentrenderentity->flags -= RENDER_VIEWMODEL;
+                       ent->flags -= RENDER_VIEWMODEL;
                        // transform origin
-                       VectorCopy(currentrenderentity->origin, v);
-                       currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       VectorCopy(ent->origin, v);
+                       ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
                        // adjust angles
-                       VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
+                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
                }
 
-               if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
-               {
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
-               }
-               else if (currentrenderentity->angles[1])
-               {
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
-               }
-               else
+               VectorCopy(ent->angles, v);
+               if (!ent->model || ent->model->type != mod_brush)
+                       v[0] = -v[0];
+               Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
+               Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+               R_LerpAnimation(ent);
+               R_UpdateEntLights(ent);
+               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
+                && !VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
+                && !VIS_CullBox(ent->mins, ent->maxs))
                {
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
+                       ent->visframe = r_framecount;
+                       R_FarClip_Box(ent->mins, ent->maxs);
                }
-               if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
-                       continue;
-
-               R_LerpAnimation(currentrenderentity);
-               if (r_ser.integer)
-                       currentrenderentity->model->SERAddEntity();
-               else
-                       currentrenderentity->visframe = r_framecount;
        }
 }
 
 // only used if skyrendermasked, and normally returns false
-int R_DrawBModelSky (void)
+int R_DrawBrushModelsSky (void)
 {
-       int             i, sky = false;
+       int i, sky;
+       entity_render_t *ent;
 
        if (!r_drawentities.integer)
                return false;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       sky = false;
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = &cl_visedicts[i]->render;
-               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
-                       currentrenderentity->model->DrawSky();
+                       ent->model->DrawSky(ent);
                        sky = true;
                }
        }
        return sky;
 }
 
-void R_DrawModels (void)
+/*
+=============
+R_DrawViewModel
+=============
+*/
+/*
+void R_DrawViewModel (void)
 {
-       int             i;
+       entity_render_t *ent;
+
+       // FIXME: move these checks to client
+       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+               return;
+
+       ent = &cl.viewent.render;
+       Mod_CheckLoaded(ent->model);
+       R_LerpAnimation(ent);
+       Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
+       Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+       R_UpdateEntLights(ent);
+       ent->model->Draw(ent);
+}
+*/
+
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels ()
+{
+       int i;
+       entity_render_t *ent;
 
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = &cl_visedicts[i]->render;
-               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
-                       currentrenderentity->model->Draw();
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount)
+               {
+                       if (ent->model && ent->model->Draw != NULL)
+                               ent->model->Draw(ent);
+                       else
+                               R_DrawNoModel(ent);
+               }
        }
 }
 
-/*
-=============
-R_DrawViewModel
-=============
-*/
-void R_DrawViewModel (void)
+void R_DrawFakeShadows (void)
 {
-       // FIXME: move these checks to client
-       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+       int i;
+       entity_render_t *ent;
+
+       ent = &cl_entities[0].render;
+       if (ent->model && ent->model->DrawFakeShadow)
+               ent->model->DrawFakeShadow(ent);
+
+       if (!r_drawentities.integer)
                return;
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               ent = r_refdef.entities[i];
+               if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
+                       ent->model->DrawFakeShadow(ent);
+       }
+}
 
-       currentrenderentity = &cl.viewent.render;
-       Mod_CheckLoaded(currentrenderentity->model);
+#include "r_shadow.h"
 
-       R_LerpAnimation(currentrenderentity);
+int shadowframecount = 0;
 
-       // hack the depth range to prevent view model from poking into walls
-       if (gl_viewmodeldepthhack.integer)
+int Light_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
+                               return false;
+               }
+               else
+               {
+                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
+                       if (sides & 2 && stackpos < 4096)
+                               stack[stackpos++] = node->children[1];
+                       if (sides & 1 && stackpos < 4096)
+                               stack[stackpos++] = node->children[0];
+               }
+       }
+       return true;
+}
+
+int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       if (R_CullBox(mins, maxs))
+               return true;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               R_Mesh_Render();
-               glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
+                               return false;
+               }
+               else
+               {
+                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
+                       if (sides & 2 && stackpos < 4096)
+                               stack[stackpos++] = node->children[1];
+                       if (sides & 1 && stackpos < 4096)
+                               stack[stackpos++] = node->children[0];
+               }
        }
-       currentrenderentity->model->Draw();
-       if (gl_viewmodeldepthhack.integer)
+       return true;
+}
+
+int LightAndVis_CullPointCloud(int numpoints, const float *points)
+{
+       int i;
+       const float *p;
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       //if (R_CullBox(mins, maxs))
+       //      return true;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               R_Mesh_Render();
-               glDepthRange (gldepthmin, gldepthmax);
+               node = stack[--stackpos];
+               if (node->contents < 0)
+               {
+                       if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
+                               return false;
+               }
+               else
+               {
+                       sides = 0;
+                       for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
+                       {
+                               if (DotProduct(p, node->plane->normal) < node->plane->dist)
+                                       sides |= 1;
+                               else
+                                       sides |= 2;
+                       }
+                       if (sides & 2 && stackpos < 4096)
+                               stack[stackpos++] = node->children[1];
+                       if (sides & 1 && stackpos < 4096)
+                               stack[stackpos++] = node->children[0];
+               }
        }
+       return true;
 }
 
-static void R_SetFrustum (void)
+
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
+{
+       vec3_t relativelightorigin;
+       #if 0
+       int i;
+       vec3_t p, p2, temp, relativelightorigin/*, mins, maxs*/;
+       float dist, projectdistance;
+       float points[16][3];
+       #endif
+       // rough checks
+       if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
+               return;
+       if (r_shadow_cull.integer)
+       {
+               if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
+                || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
+                || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
+                || Light_CullBox(ent->mins, ent->maxs))
+                       return;
+       }
+       #if 0
+       if (r_shadow_cull.integer)
+       {
+               projectdistance = cullradius;
+               // calculate projected bounding box and decide if it is on-screen
+               for (i = 0;i < 8;i++)
+               {
+                       temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+                       temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+                       temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+                       Matrix4x4_Transform(&ent->matrix, temp, points[i]);
+                       VectorSubtract(points[i], lightorigin, temp);
+                       dist = projectdistance / sqrt(DotProduct(temp, temp));
+                       VectorMA(points[i], dist, temp, points[i+8]);
+               }
+               if (LightAndVis_CullPointCloud(16, points[0]))
+                       return;
+               /*
+               for (i = 0;i < 8;i++)
+               {
+                       p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+                       p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+                       p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+                       Matrix4x4_Transform(&ent->matrix, p2, p);
+                       VectorSubtract(p, lightorigin, temp);
+                       dist = projectdistance / sqrt(DotProduct(temp, temp));
+                       VectorMA(p, dist, temp, p2);
+                       if (i)
+                       {
+                               if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
+                               if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
+                               if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
+                       }
+                       else
+                       {
+                               VectorCopy(p, mins);
+                               VectorCopy(p, maxs);
+                       }
+                       if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
+                       if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
+                       if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
+               }
+               if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
+                || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
+                || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
+                || LightAndVis_CullBox(mins, maxs))
+                       return;
+               */
+       }
+       #endif
+       Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+       ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
+
+#define SHADOWSPHERE_SEGMENTS 16
+
+shadowmesh_t *shadowsphere;
+void R_CreateShadowSphere(void)
+{
+       int i, j;
+       vec3_t angles, angles2, angles3, angles4;
+       float verts[12];
+       shadowsphere = Mod_ShadowMesh_Begin(zonemempool, SHADOWSPHERE_SEGMENTS * SHADOWSPHERE_SEGMENTS / 2);
+       for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
+       {
+               for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
+               {
+                       angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
+                       angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
+                       angles[2] = 0;
+                       VectorCopy(angles, angles2);
+                       VectorCopy(angles, angles3);
+                       VectorCopy(angles, angles4);
+                       angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
+                       angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
+                       angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
+                       angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
+                       AngleVectorsFLU(angles, verts, NULL, NULL);
+                       AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
+                       AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
+                       AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
+                       VectorScale(&verts[0], 1.0f, &verts[0]);
+                       VectorScale(&verts[3], 1.0f, &verts[3]);
+                       VectorScale(&verts[6], 1.0f, &verts[6]);
+                       VectorScale(&verts[9], 1.0f, &verts[9]);
+                       Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
+               }
+       }
+       shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
+}
+
+
+void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
+{
+       shadowmesh_t *mesh;
+       matrix4x4_t matrix;
+       if (!shadowsphere)
+               R_CreateShadowSphere();
+       Matrix4x4_CreateScale(&matrix, lightradius);
+       Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
+       R_Mesh_Matrix(&matrix);
+       for (mesh = shadowsphere;mesh;mesh = mesh->next)
+       {
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
+       }
+       Matrix4x4_CreateScale(&matrix, -cullradius);
+       Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
+       R_Mesh_Matrix(&matrix);
+       for (mesh = shadowsphere;mesh;mesh = mesh->next)
+       {
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
+       }
+}
+
+extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces);
+void R_ShadowVolumeLighting (int visiblevolumes)
 {
-       int             i;
+       int i;
+       entity_render_t *ent;
+       int lnum;
+       float f, lightradius, cullradius;
+       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
+       worldlight_t *wl;
+       //mlight_t *sl;
+       rdlight_t *rd;
+       rmeshstate_t m;
+       mleaf_t *leaf;
+
+       if (visiblevolumes)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ONE;
+               if (r_shadow_realtime.integer >= 3)
+                       m.depthdisable = true;
+               R_Mesh_State(&m);
+               qglDisable(GL_CULL_FACE);
+               GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
+       }
+       else
+               R_Shadow_Stage_Begin();
+       shadowframecount++;
+       for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+       {
+               if (d_lightstylevalue[wl->style] <= 0)
+                       continue;
+               cullradius = wl->cullradius;
+               lightradius = wl->lightradius;
+               if (R_CullSphere(wl->origin, lightradius))
+                       continue;
+               //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
+               //      continue;
+               //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
+               //      continue;
+               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
+                       continue;
+
+               if (cl.worldmodel != NULL)
+               {
+                       for (i = 0;i < wl->numleafs;i++)
+                               if (wl->leafs[i]->visframe == r_framecount)
+                                       break;
+                       if (i == wl->numleafs)
+                               continue;
+                       leaf = wl->leafs[i++];
+                       VectorCopy(leaf->mins, clipmins);
+                       VectorCopy(leaf->maxs, clipmaxs);
+                       for (i++;i < wl->numleafs;i++)
+                       {
+                               leaf = wl->leafs[i];
+                               if (leaf->visframe == r_framecount)
+                               {
+                                       if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
+                                       if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
+                                       if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
+                                       if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
+                                       if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
+                                       if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                               }
+                       }
+                       if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
+                       if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+                       if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+                       if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+                       if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+                       if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+               }
+               else
+               {
+                       VectorCopy(wl->mins, clipmins);
+                       VectorCopy(wl->maxs, clipmaxs);
+               }
+
+               if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+                       continue;
+
+               // mark the leafs we care about so only things in those leafs will matter
+               if (cl.worldmodel != NULL)
+                       for (i = 0;i < wl->numleafs;i++)
+                               wl->leafs[i]->worldnodeframe = shadowframecount;
+
+               f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
+               VectorScale(wl->light, f, lightcolor);
+               if (wl->selected)
+               {
+                       f = 2 + sin(realtime * M_PI * 4.0);
+                       VectorScale(lightcolor, f, lightcolor);
+               }
+
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               ent = &cl_entities[0].render;
+               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
+               else
+                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+               if (r_drawentities.integer)
+                       for (i = 0;i < r_refdef.numentities;i++)
+                               R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+
+               if (!visiblevolumes)
+               {
+                       R_Shadow_Stage_Light();
+                       ent = &cl_entities[0].render;
+                       if (ent->model && ent->model->DrawLight)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                               if (wl->numsurfaces)
+                                       R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
+                               else
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+                       }
+                       if (r_drawentities.integer)
+                       {
+                               for (i = 0;i < r_refdef.numentities;i++)
+                               {
+                                       ent = r_refdef.entities[i];
+                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                        && ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
+                                        && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
+                                        && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
+                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                       {
+                                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+                                       }
+                               }
+                       }
+               }
+       }
+       /*
+       for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
+       {
+               if (d_lightstylevalue[sl->style] <= 0)
+                       continue;
+               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
+                       continue;
+               cullradius = sl->cullradius;
+               lightradius = sl->lightradius;
+               if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, lightradius))
+                       continue;
+
+               f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
+               VectorScale(sl->light, f, lightcolor);
+
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               if (sl->shadowvolume && r_shadow_staticworldlights.integer)
+                       R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
+               else
+                       R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
+                                && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
+                                && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
+                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
+                       }
+               }
+
+               if (!visiblevolumes)
+               {
+                       R_Shadow_Stage_Light();
+                       ent = &cl_entities[0].render;
+                       if (ent->model && ent->model->DrawLight)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
+                       }
+                       if (r_drawentities.integer)
+                       {
+                               for (i = 0;i < r_refdef.numentities;i++)
+                               {
+                                       ent = r_refdef.entities[i];
+                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                        && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
+                                        && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
+                                        && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
+                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                       {
+                                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
+                                       }
+                               }
+                       }
+               }
+       }
+       */
+       for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+       {
+               cullradius = rd->cullradius;
+               lightradius = rd->cullradius;
+               if (VIS_CullSphere(rd->origin, lightradius))
+                       continue;
+
+               VectorScale(rd->light, (1.0f / 8192.0f), lightcolor);
+               clipmins[0] = rd->origin[0] - cullradius;
+               clipmins[1] = rd->origin[1] - cullradius;
+               clipmins[2] = rd->origin[2] - cullradius;
+               clipmaxs[0] = rd->origin[0] + cullradius;
+               clipmaxs[1] = rd->origin[1] + cullradius;
+               clipmaxs[2] = rd->origin[2] + cullradius;
 
+               if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
+                       continue;
+
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               ent = &cl_entities[0].render;
+               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent != rd->ent)
+                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
+                       }
+               }
+
+               if (!visiblevolumes)
+               {
+                       R_Shadow_Stage_Light();
+                       ent = &cl_entities[0].render;
+                       if (ent->model && ent->model->DrawLight)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+                       }
+                       if (r_drawentities.integer)
+                       {
+                               for (i = 0;i < r_refdef.numentities;i++)
+                               {
+                                       ent = r_refdef.entities[i];
+                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                       {
+                                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+                                       }
+                               }
+                       }
+               }
+       }
+
+       if (!visiblevolumes)
+               R_Shadow_Stage_End();
+       qglEnable(GL_CULL_FACE);
+       qglDisable(GL_SCISSOR_TEST);
+}
+
+static void R_SetFrustum (void)
+{
        // LordHavoc: note to all quake engine coders, the special case for 90
        // degrees assumed a square view (wrong), so I removed it, Quake2 has it
        // disabled as well.
+
        // rotate VPN right by FOV_X/2 degrees
        RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+       frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
+
        // rotate VPN left by FOV_X/2 degrees
        RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+       frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
+
        // rotate VPN up by FOV_X/2 degrees
        RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+       frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
+
        // rotate VPN down by FOV_X/2 degrees
        RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-
-
-       for (i=0 ; i<4 ; i++)
-       {
-               frustum[i].type = PLANE_ANYZ;
-               frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-               PlaneClassify(&frustum[i]);
-       }
+       frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
 }
 
 /*
@@ -527,8 +1196,6 @@ static void R_SetupFrame (void)
                if (r_ambient.value != 0)
                        Cvar_Set ("r_ambient", "0");
        }
-       if (r_multitexture.integer && gl_textureunits < 2)
-               Cvar_SetValue("r_multitexture", 0);
 
        r_framecount++;
 
@@ -537,136 +1204,38 @@ static void R_SetupFrame (void)
 
        AngleVectors (r_refdef.viewangles, vpn, vright, vup);
 
-// current viewleaf
-       r_oldviewleaf = r_viewleaf;
-       r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
-
-       V_SetContentsColor (r_viewleaf->contents);
-       V_CalcBlend ();
-
-//     r_cache_thrash = false;
-
-       c_brush_polys = 0;
-       c_alias_polys = 0;
-       c_light_polys = 0;
-       c_faces = 0;
-       c_nodes = 0;
-       c_leafs = 0;
-       c_models = 0;
-       c_bmodels = 0;
-       c_sprites = 0;
-       c_particles = 0;
-//     c_dlights = 0;
-
        R_AnimateLight ();
 }
 
 
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
-       GLdouble xmax, ymax;
-
-       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
-       ymax = zNear * tan( fovy * M_PI / 360.0 );
-
-       if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
-       {
-               xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
-               ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97);
-       }
-
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
-}
-
-
-/*
-=============
-R_SetupGL
-=============
-*/
-static void R_SetupGL (void)
-{
-       if (!r_render.integer)
-               return;
-
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
-
-       glDepthRange (gldepthmin, gldepthmax);
-
-       // update farclip based on previous frame
-       r_farclip = r_newfarclip;
-
-       // set up viewpoint
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
-
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
-       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity ();
-
-       glRotatef (-90,  1, 0, 0);          // put Z going up
-       glRotatef (90,  0, 0, 1);           // put Z going up
-       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-//     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.integer)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-}
-
 static void R_BlendView(void)
 {
-       if (!r_render.integer)
-               return;
+       rmeshstate_t m;
+       float r;
 
-       if (v_blend[3] < 0.01f)
+       if (r_refdef.viewblend[3] < 0.01f)
                return;
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
-       glOrtho  (0, 1, 1, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glBegin (GL_TRIANGLES);
-       if (lighthalf)
-               glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
-       else
-               glColor4fv (v_blend);
-       glVertex2f (-5, -5);
-       glVertex2f (10, -5);
-       glVertex2f (-5, 10);
-       glEnd ();
-
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.depthdisable = true; // magic
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       r = 64000;
+       varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+       varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+       varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+       r *= 3;
+       varray_vertex[4] = varray_vertex[0] + vup[0] * r;
+       varray_vertex[5] = varray_vertex[1] + vup[1] * r;
+       varray_vertex[6] = varray_vertex[2] + vup[2] * r;
+       varray_vertex[8] = varray_vertex[0] + vright[0] * r;
+       varray_vertex[9] = varray_vertex[1] + vright[1] * r;
+       varray_vertex[10] = varray_vertex[2] + vright[2] * r;
+       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+       R_Mesh_Draw(3, 1, polygonelements);
 }
 
 /*
@@ -678,68 +1247,96 @@ r_refdef must be set before the first call
 */
 void R_RenderView (void)
 {
-       if (!cl.worldmodel)
-               Host_Error ("R_RenderView: NULL worldmodel");
+       entity_render_t *world;
+       if (!r_refdef.entities/* || !cl.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+       if (r_shadow_realtime.integer == 1)
+       {
+               if (!gl_texturecubemap)
+               {
+                       Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
+               }
+               else if (!gl_dot3arb)
+               {
+                       Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
+               }
+               else if (!gl_stencil)
+               {
+                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
+               }
+               else if (!gl_combine.integer)
+               {
+                       Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
+               }
+       }
+
+       R_Shadow_UpdateLightingMode();
+
+       world = &cl_entities[0].render;
 
        // FIXME: move to client
        R_MoveExplosions();
        R_TimeReport("mexplosion");
 
+       R_Textures_Frame();
        R_SetupFrame();
        R_SetFrustum();
-       R_SetupGL();
        R_SetupFog();
        R_SkyStartFrame();
-       R_Mesh_Clear();
-       if (r_ser.integer)
-               R_Clip_StartFrame();
        R_BuildLightList();
-
        R_TimeReport("setup");
 
-       R_DrawWorld();
-       R_TimeReport("worldnode");
+       R_WorldVisibility(world);
+       R_TimeReport("worldvis");
 
+       R_FarClip_Start(r_origin, vpn, 768.0f);
        R_MarkEntities();
+       r_farclip = R_FarClip_Finish() + 256.0f;
        R_TimeReport("markentity");
 
-       if (r_ser.integer)
-       {
-               R_Clip_EndFrame();
-               R_TimeReport("hiddensurf");
-       }
+       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       if (r_shadow_lightingmode > 0)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
+       GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
+       qglDepthFunc(GL_LEQUAL);
 
-       R_MarkWorldLights();
-       R_TimeReport("marklights");
+       R_Mesh_Start();
+       R_MeshQueue_BeginScene();
 
-       if (skyrendermasked && R_DrawBModelSky())
-       {
-               R_TimeReport("bmodelsky");
-       }
+       R_Shadow_UpdateWorldLightSelection();
 
-       R_SetupForWorldRendering();
-       R_PrepareSurfaces();
-       R_TimeReport("surfprep");
-
-       R_DrawSurfacesAll();
-       R_TimeReport("surfdraw");
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-       if (r_drawportals.integer)
-       {
-               R_DrawPortals();
-               R_TimeReport("portals");
-       }
+       // must occur early because it can draw sky
+       R_DrawWorld(world);
+       R_TimeReport("world");
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds2.integer)
+       if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
-       R_DrawViewModel();
-       R_DrawModels();
+       R_DrawModels(r_shadow_lightingmode > 0);
        R_TimeReport("models");
 
-       R_DrawDecals();
-       R_TimeReport("decals");
+       if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
+       {
+               R_DrawFakeShadows();
+               R_TimeReport("fakeshadow");
+       }
+
+       if (r_shadow_lightingmode > 0)
+       {
+               R_ShadowVolumeLighting(false);
+               R_TimeReport("dynlight");
+       }
 
        R_DrawParticles();
        R_TimeReport("particles");
@@ -747,17 +1344,172 @@ void R_RenderView (void)
        R_DrawExplosions();
        R_TimeReport("explosions");
 
-       // draw transparent meshs
-       R_Mesh_AddTransparent();
-       R_TimeReport("sorttrans");
+       R_MeshQueue_RenderTransparent();
+       R_TimeReport("drawtrans");
 
-       // render any queued meshs
-       R_Mesh_Render();
-       R_TimeReport("meshrender");
+       R_DrawCoronas();
+       R_TimeReport("coronas");
+
+       R_DrawWorldCrosshair();
+       R_TimeReport("crosshair");
 
        R_BlendView();
        R_TimeReport("blendview");
 
-       Mem_CheckSentinelsGlobal();
-       R_TimeReport("memtest");
+       R_MeshQueue_Render();
+       R_MeshQueue_EndScene();
+       if (r_shadow_realtime.integer >= 2)
+       {
+               R_ShadowVolumeLighting(true);
+               R_TimeReport("shadowvolume");
+       }
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
+}
+
+/*
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+{
+       int i;
+       float *v, *c, f1, f2, diff[3];
+       rmeshstate_t m;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
+       varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
+       varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
+       varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
+       varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
+       varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
+       varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
+       varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
+       R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       if (fogenabled)
+       {
+               for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, r_origin, diff);
+                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f1 = 1 - f2;
+                       f2 *= r_colorscale;
+                       c[0] = c[0] * f1 + fogcolor[0] * f2;
+                       c[1] = c[1] * f1 + fogcolor[1] * f2;
+                       c[2] = c[2] * f1 + fogcolor[2] * f2;
+               }
+       }
+       GL_UseColorArray();
+       R_Mesh_Draw(8, 12);
+}
+*/
+
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i, element[24];
+       float f1, f2, *c, diff[3];
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (ent->flags & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (ent->alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       R_Mesh_Matrix(&ent->matrix);
+       R_Mesh_State(&m);
+
+       element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
+       element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
+       element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
+       element[ 9] = 5;element[10] = 3;element[11] = 1;
+       element[12] = 0;element[13] = 2;element[14] = 4;
+       element[15] = 2;element[16] = 1;element[17] = 4;
+       element[18] = 3;element[19] = 0;element[20] = 4;
+       element[21] = 1;element[22] = 3;element[23] = 4;
+       varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
+       varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
+       varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
+       varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
+       varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
+       varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
+       varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
+       varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
+       varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
+       varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
+       varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
+       varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
+       if (fogenabled)
+       {
+               VectorSubtract(ent->origin, r_origin, diff);
+               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f1 = 1 - f2;
+               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               {
+                       c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
+                       c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
+                       c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
+               }
+       }
+       else
+       {
+               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               {
+                       c[0] *= r_colorscale;
+                       c[1] *= r_colorscale;
+                       c[2] *= r_colorscale;
+               }
+       }
+       GL_UseColorArray();
+       R_Mesh_Draw(6, 8, element);
+}
+
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
+
+void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+       vec3_t right1, right2, diff, normal;
+
+       VectorSubtract (org2, org1, normal);
+       VectorNormalizeFast (normal);
+
+       // calculate 'right' vector for start
+       VectorSubtract (r_origin, org1, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_origin, org2, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 4] = org1[0] - width * right1[0];
+       vert[ 5] = org1[1] - width * right1[1];
+       vert[ 6] = org1[2] - width * right1[2];
+       vert[ 8] = org2[0] - width * right2[0];
+       vert[ 9] = org2[1] - width * right2[1];
+       vert[10] = org2[2] - width * right2[2];
+       vert[12] = org2[0] + width * right2[0];
+       vert[13] = org2[1] + width * right2[1];
+       vert[14] = org2[2] + width * right2[2];
 }