]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fixed some dynamic lighting bugs related to glowing self
[xonotic/darkplaces.git] / gl_rsurf.c
index 6ab30c4de943d417877350be801a8829a0a82413..1ca9202178d9a796683b63993e015017dc6e0308 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,77 +20,208 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
-int            lightmap_textures;
+#define MAX_LIGHTMAP_SIZE 256
 
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             128
-#define        BLOCK_HEIGHT    128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
-int                    active_lightmaps;
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
+cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
 
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+static int dlightdivtable[32768];
 
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+{
+       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
+       unsigned int *bl;
+       float dist, impact[3], local[3];
 
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
-cvar_t gl_vertex = {"gl_vertex", "0"};
-cvar_t gl_texsort = {"gl_texsort", "1"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
-cvar_t r_newworldnode = {"r_newworldnode", "0"};
-cvar_t r_oldclip = {"r_oldclip", "1"};
+       lit = false;
 
-qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
-int lightmapbytes;
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
-extern qboolean gl_arrays;
+       for (lnum = 0; lnum < r_numdlights; lnum++)
+       {
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
 
-extern int r_dlightframecount;
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
-void gl_surf_start()
-{
-}
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
 
-void gl_surf_shutdown()
-{
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               s = bound(0, impacts, smax * 16) - impacts;
+               t = bound(0, impactt, tmax * 16) - impactt;
+               i = s * s + t * t + dist2;
+               if (i > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                       sdtable[s] = i * i + dist2;
+
+               maxdist3 = maxdist - dist2;
+
+               // convert to 8.8 blocklights format
+               red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
+               green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
+               blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               bl = intblocklights;
+
+               i = impactt;
+               for (t = 0;t < tmax;t++, i -= 16)
+               {
+                       td = i * i;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+                                               if (k > 0)
+                                               {
+                                                       bl[0] += (red   * k);
+                                                       bl[1] += (green * k);
+                                                       bl[2] += (blue  * k);
+                                                       lit = true;
+                                               }
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax3;
+               }
+       }
+       return lit;
 }
 
-void GL_Surf_Init()
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
-       int i;
-       for (i = 0;i < MAX_LIGHTMAPS;i++)
-               lightmaps[i] = NULL;
-       Cvar_RegisterVariable(&gl_lightmapalign);
-       Cvar_RegisterVariable(&gl_lightmaprgba);
-       Cvar_RegisterVariable(&gl_nosubimagefragments);
-       Cvar_RegisterVariable(&gl_nosubimage);
-       Cvar_RegisterVariable(&r_ambient);
-//     Cvar_RegisterVariable(&gl_funnywalls);
-       Cvar_RegisterVariable(&gl_vertex);
-       Cvar_RegisterVariable(&gl_texsort);
-       Cvar_RegisterVariable(&r_newworldnode);
-       Cvar_RegisterVariable(&r_oldclip);
-       // check if it's the glquake minigl driver
-       if (strncasecmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
+       int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+       lit = false;
+
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
+
+       for (lnum = 0; lnum < r_numdlights; lnum++)
        {
-//             Cvar_SetValue("gl_nosubimagefragments", 1);
-//             Cvar_SetValue("gl_nosubimage", 1);
-               Cvar_SetValue("gl_lightmode", 0);
-       }
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
 
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
+               td = bound(0, impacts, smax * 16) - impacts;
+               td1 = bound(0, impactt, tmax * 16) - impactt;
+               td = td * td + td1 * td1 + dist2;
+               if (td > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+                       sdtable[s] = td1 * td1 + dist2;
+
+               maxdist3 = maxdist - dist2;
+
+               // convert to 8.8 blocklights format
+               red = r_dlight[lnum].light[0];
+               green = r_dlight[lnum].light[1];
+               blue = r_dlight[lnum].light[2];
+               subtract = r_dlight[lnum].subtract * 32768.0f;
+               bl = floatblocklights;
+
+               td1 = impactt;
+               for (t = 0;t < tmax;t++, td1 -= 16.0f)
+               {
+                       td = td1 * td1;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
+                                               bl[0] += red   * k;
+                                               bl[1] += green * k;
+                                               bl[2] += blue  * k;
+                                               lit = true;
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax3;
+               }
+       }
+       return lit;
 }
 
 /*
@@ -100,207 +231,351 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
 {
-       int                     smax, tmax;
-       int                     i, j, size;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
-
-       surf->cached_lighthalf = lighthalf;
-       surf->cached_ambient = r_ambient.value;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       lightmap = surf->samples;
-
-// set to full bright if no light data
-       if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
-       {
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
-               {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-               }
-       }
-       else
+       if (!r_floatbuildlightmap.integer)
        {
-// clear to no light
-               bl = blocklights;
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               for (i=0 ; i<size ; i++)
+               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               unsigned int *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightmapscalebit = r_lightmapscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = intblocklights;
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
                {
-                       *bl++ = j;
-                       *bl++ = j;
-                       *bl++ = j;
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
                }
-
-// add all the lightmaps
-               if (lightmap)
+               else
                {
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+       // clear to no light
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+                       if (j)
                        {
-                               scale = d_lightstylevalue[surf->styles[maps]];
-                               surf->cached_light[maps] = scale;       // 8.8 fraction
-                               bl = blocklights;
-                               for (i=0 ; i<size ; i++)
-                               {
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                               }
+                               for (i = 0;i < size3;i++)
+                                       *bl++ = j;
+                       }
+                       else
+                               memset(bl, 0, size*3*sizeof(unsigned int));
+
+                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       {
+                               surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
+                               if (surf->cached_dlight)
+                                       c_light_polys++;
+                               else if (dlightchanged)
+                                       return; // don't upload if only updating dlights and none mattered
+                       }
+
+       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = intblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
                        }
                }
-       }
-       stride -= (smax*lightmapbytes);
-       bl = blocklights;
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
+
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               shift = 7 + r_lightmapscalebit + 8;
+               if (ent->model->lightmaprgba)
                {
-                       for (i = 0;i < tmax;i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 4)
+                               for (j = 0;j < smax;j++)
                                {
-                                       dest[0] = min(bl[0] >> 8, 255);
-                                       dest[1] = min(bl[1] >> 8, 255);
-                                       dest[2] = min(bl[2] >> 8, 255);
-                                       dest[3] = 255;
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       *out++ = 255;
                                }
                        }
                }
                else
                {
-                       for (i = 0;i < tmax;i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 3)
+                               for (j = 0;j < smax;j++)
                                {
-                                       dest[0] = min(bl[0] >> 8, 255);
-                                       dest[1] = min(bl[1] >> 8, 255);
-                                       dest[2] = min(bl[2] >> 8, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
                                }
                        }
                }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
        else
        {
-               if (lightmaprgba)
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               float *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightmapscalebit = r_lightmapscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = floatblocklights;
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
+                       j = 255*256;
+               else
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+               // clear to no light
+               if (j)
+               {
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
+               }
+               else
+                       memset(bl, 0, size*3*sizeof(float));
+
+               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               {
+                       surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+                       if (surf->cached_dlight)
+                               c_light_polys++;
+                       else if (dlightchanged)
+                               return; // don't upload if only updating dlights and none mattered
+               }
+
+               // add all the lightmaps
+               if (lightmap)
+               {
+                       bl = floatblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+               }
+
+               stain = surf->stainsamples;
+               bl = floatblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
+               if (ent->model->lightmaprgba)
                {
-                       for (i = 0;i < tmax;i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 4)
+                               for (j = 0;j < smax;j++)
                                {
-                                       dest[0] = min(bl[0] >> 7, 255);
-                                       dest[1] = min(bl[1] >> 7, 255);
-                                       dest[2] = min(bl[2] >> 7, 255);
-                                       dest[3] = 255;
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       *out++ = 255;
                                }
                        }
                }
                else
                {
-                       for (i = 0;i < tmax;i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 3)
+                               for (j = 0;j < smax;j++)
                                {
-                                       dest[0] = min(bl[0] >> 7, 255);
-                                       dest[1] = min(bl[1] >> 7, 255);
-                                       dest[2] = min(bl[2] >> 7, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
                                }
                        }
                }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
 }
 
-byte templight[32*32*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
 {
-       int smax, tmax;
-       // upload the new lightmap texture fragment
-       if(r_upload.value)
-               glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
-       if (nosubimage || nosubimagefragments)
-       {
-               if (lightmapupdate[lnum][0] > s->light_t)
-                       lightmapupdate[lnum][0] = s->light_t;
-               if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
-                       lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
-               if (lightmaprgba)
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
-               else
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
+       float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+       msurface_t *surf, *endsurf;
+       int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+       qbyte *bl;
+       vec3_t impact;
+
+       maxdist = radius * radius;
+       invradius = 1.0f / radius;
+
+loc0:
+       if (node->contents < 0)
+               return;
+       ndist = PlaneDiff(origin, node->plane);
+       if (ndist > radius)
+       {
+               node = node->children[0];
+               goto loc0;
+       }
+       if (ndist < -radius)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
+
+       dist2 = ndist * ndist;
+       maxdist3 = maxdist - dist2;
+
+       if (node->plane->type < 3)
+       {
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
        }
        else
        {
-               smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (s, templight, smax * 4);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-               }
-               else
-               {
-                       R_BuildLightMap (s, templight, smax * 3);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
-               }
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
        }
-}
 
+       for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       {
+               if (surf->stainsamples)
+               {
+                       smax = (surf->extents[0] >> 4) + 1;
+                       tmax = (surf->extents[1] >> 4) + 1;
 
-/*
-===============
-R_TextureAnimation
+                       impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+                       impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
 
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
-       texture_t *original;
-       int             relative;
-       int             count;
+                       s = bound(0, impacts, smax * 16) - impacts;
+                       t = bound(0, impactt, tmax * 16) - impactt;
+                       i = s * s + t * t + dist2;
+                       if (i > maxdist)
+                               continue;
 
-       if (currententity->frame)
-       {
-               if (base->alternate_anims)
-                       base = base->alternate_anims;
-       }
-       
-       if (!base->anim_total)
-               return base;
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
 
-       original = base;
+                       bl = surf->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
 
-       relative = (int)(cl.time*10) % base->anim_total;
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
+                       {
+                               td = i * i;
+                               // make sure some part of it is visible on this line
+                               if (td < maxdist3)
+                               {
+                                       maxdist2 = maxdist - td;
+                                       for (s = 0;s < smax;s++)
+                                       {
+                                               if (sdtable[s] < maxdist2)
+                                               {
+                                                       ratio = lhrandom(0.0f, 1.0f);
+                                                       a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+                                                       if (a >= (1.0f / 64.0f))
+                                                       {
+                                                               if (a > 1)
+                                                                       a = 1;
+                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               stained = true;
+                                                       }
+                                               }
+                                               bl += 3;
+                                       }
+                               }
+                               else // skip line
+                                       bl += smax3;
+                       }
+                       // force lightmap upload
+                       if (stained)
+                               surf->cached_dlight = true;
+               }
+       }
 
-       count = 0;      
-       while (base->anim_min > relative || base->anim_max <= relative)
+       if (node->children[0]->contents >= 0)
        {
-               base = base->anim_next;
-               if (!base)
+               if (node->children[1]->contents >= 0)
                {
-                       Con_Printf("R_TextureAnimation: broken cycle");
-                       return original;
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
+                       node = node->children[1];
+                       goto loc0;
                }
-               if (++count > 100)
+               else
                {
-                       Con_Printf("R_TextureAnimation: infinite cycle");
-                       return original;
+                       node = node->children[0];
+                       goto loc0;
                }
        }
+       else if (node->children[1]->contents >= 0)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
+}
 
-       return base;
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+       int n;
+       float fcolor[8];
+       entity_render_t *ent;
+       model_t *model;
+       vec3_t org;
+       fcolor[0] = cr1;
+       fcolor[1] = cg1;
+       fcolor[2] = cb1;
+       fcolor[3] = ca1 * (1.0f / 64.0f);
+       fcolor[4] = cr2 - cr1;
+       fcolor[5] = cg2 - cg1;
+       fcolor[6] = cb2 - cb1;
+       fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+       model = cl.worldmodel;
+       if (model)
+               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
+
+       // look for embedded bmodels
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       {
+               ent = cl_brushmodel_entities[n];
+               model = ent->model;
+               if (model && model->name[0] == '*')
+               {
+                       Mod_CheckLoaded(model);
+                       if (model->type == mod_brush)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
+                       }
+               }
+       }
 }
 
 
@@ -312,1191 +587,1371 @@ texture_t *R_TextureAnimation (texture_t *base)
 =============================================================
 */
 
-
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-float  turbsin[256] =
-{
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-
-void UploadLightmaps()
+static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
        int i;
-       if (nosubimage || nosubimagefragments)
+       float scale;
+       const qbyte *lm;
+       if (styles[0] != 255)
        {
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       if (lightmapupdate[i][0] < lightmapupdate[i][1])
+                       lm = samples + lightmapoffsets[i];
+                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+                       VectorMA(c, scale, lm, c);
+                       if (styles[1] != 255)
                        {
-                               if(r_upload.value)
+                               lm += size3;
+                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+                               VectorMA(c, scale, lm, c);
+                               if (styles[2] != 255)
                                {
-                                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                                       if (nosubimage)
-                                       {
-                                               if (lightmaprgba)
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                               else
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                       }
-                                       else
+                                       lm += size3;
+                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+                                       VectorMA(c, scale, lm, c);
+                                       if (styles[3] != 255)
                                        {
-                                               if (lightmaprgba)
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
-                                               else
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+                                               lm += size3;
+                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
                                        }
                                }
                        }
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
                }
        }
 }
 
-float  wvert[1024*6]; // used by the following functions
-
-void RSurf_DrawSky(msurface_t *s, int transform)
+static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
 {
-       glpoly_t *p;
        int i;
-       float *v;
-       for (p=s->polys ; p ; p=p->next)
+       float diff[3], f;
+       if (fogenabled)
        {
-               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
                {
-                       skypoly[currentskypoly].firstvert = currentskyvert;
-                       skypoly[currentskypoly++].verts = p->numverts;
-                       if (transform)
-                       {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                               {
-                                       softwaretransform(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
-                               }
-                       }
-                       else
-                       {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                               {
-                                       skyvert[currentskyvert].v[0] = v[0];
-                                       skyvert[currentskyvert].v[1] = v[1];
-                                       skyvert[currentskyvert++].v[2] = v[2];
-                               }
-                       }
+                       VectorSubtract(v, modelorg, diff);
+                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                       VectorScale(c, f, c);
                }
        }
+       else if (colorscale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, colorscale, c);
 }
 
-int RSurf_Light(int *dlightbits, glpoly_t *polys)
+static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
-       float           cr, cg, cb, radius, radius2, f, *v, *wv;
-       int                     i, a, b, lit = false;
-       unsigned int c, d;
-       dlight_t        *light;
-       vec_t           *lightorigin;
-       glpoly_t        *p;
-       for (a = 0;a < 8;a++)
-       {
-               if ((c = dlightbits[a]))
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       if (fogenabled)
+       {
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
                {
-                       for (b = 0, d = 1;c;b++, d <<= 1)
-                       {
-                               if (c & d)
-                               {
-                                       c -= d;
-                                       light = &cl_dlights[a * 32 + b];
-                                       lightorigin = light->origin;
-                                       cr = light->color[0];
-                                       cg = light->color[1];
-                                       cb = light->color[2];
-                                       radius = light->radius*light->radius*LIGHTSCALE;
-                                       radius2 = radius * (256.0f / LIGHTSCALE2);
-                                       wv = wvert;
-                                       for (p = polys;p;p = p->next)
-                                       {
-                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               {
-                                                       f = VectorDistance2(wv, lightorigin);
-                                                       if (f < radius)
-                                                       {
-                                                               f = radius2 / (f + LIGHTOFFSET);
-                                                               wv[3] += cr * f;
-                                                               wv[4] += cg * f;
-                                                               wv[5] += cb * f;
-                                                               lit = true;
-                                                       }
-                                                       wv += 6;
-                                               }
-                                       }
-                               }
-                       }
+                       VectorSubtract(v, modelorg, diff);
+                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                       c[0] = r * f;
+                       c[1] = g * f;
+                       c[2] = b * f;
+                       c[3] = a;
                }
        }
-       return lit;
-}
-
-void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
-{
-       int             i;
-       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
-       glpoly_t *p;
-       float   *wv, *v;
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+       else
+       {
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       if (transform)
-                               softwaretransform(v, wv);
-                       else
-                               VectorCopy(v, wv);
-                       if (r_waterripple.value)
-                               wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                       wv[3] = wv[4] = wv[5] = 128.0f;
-                       wv += 6;
+                       c[0] = r;
+                       c[1] = g;
+                       c[2] = b;
+                       c[3] = a;
                }
        }
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-               RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       // FIXME: make fog texture if water texture is transparent?
-       for (p=s->polys ; p ; p=p->next)
+}
+
+static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       for (i = 0;i < numverts;i++, v += 4, c += 4)
        {
-               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                       transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
-               transpolyend();
+               VectorSubtract(v, modelorg, diff);
+               f = exp(fogdensity/DotProduct(diff, diff));
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = a * f;
        }
 }
 
-void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+static void RSurf_ScaleColors(float *c, float scale, int numverts)
 {
-       int             i, lit = false, polys = 0, verts = 0;
-       float   *v, *wv;
-       glpoly_t *p;
-       wallpoly_t *wp;
-       wallvert_t *out;
-       // check for lightmap modification
-       if (r_dynamic.value)
-       {
-               if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
-               || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
-               || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
-               || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
-               || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
-                       R_UpdateLightmap(s, s->lightmaptexturenum);
-       }
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-               {
-                       if (transform)
-                               softwaretransform(v, wv);
-                       else
-                               VectorCopy(v, wv);
-                       wv[3] = wv[4] = wv[5] = 0.0f;
-                       wv += 6;
-               }
-               verts += p->numverts;
-               polys++;
-       }
-       if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
-               return;
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-               lit = RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       wp = &wallpoly[currentwallpoly];
-       out = &wallvert[currentwallvert];
-       currentwallpoly += polys;
-       for (p = s->polys;p;p = p->next)
-       {
-               v = p->verts[0];
-               wp->texnum = (unsigned short) t->gl_texturenum;
-               wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-               wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
-               wp->firstvert = currentwallvert;
-               wp->numverts = p->numverts;
-               wp->lit = lit;
-               wp++;
-               currentwallvert += p->numverts;
-               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++)
+       int i;
+       if (scale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, scale, c);
+}
+
+static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+{
+       float f;
+       const float *v;
+       float *c;
+       int i, l, lit = false;
+       const rdlight_t *rd;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
-                       if (lit)
+                       rd = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
                        {
-                               if (lighthalf)
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
                                {
-                                       out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
-                                       out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
-                                       out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
-                                       out->a = 255;
-                               }
-                               else
-                               {
-                                       out->r = (byte) (bound(0, (int) wv[3], 255));
-                                       out->g = (byte) (bound(0, (int) wv[4], 255));
-                                       out->b = (byte) (bound(0, (int) wv[5], 255));
-                                       out->a = 255;
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
                                }
                        }
-                       out->vert[0] = wv[0];
-                       out->vert[1] = wv[1];
-                       out->vert[2] = wv[2];
-                       out->s = v[3];
-                       out->t = v[4];
-                       out->u = v[5];
-                       out->v = v[6];
                }
        }
+       return lit;
 }
 
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-
-void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->verts data
+static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
 {
-       int i, alpha, size3;
-       float *v, *wv, scale;
-       glpoly_t *p;
-       byte *lm;
-       alpha = (int) (modelalpha * 255.0f);
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+       int i, l;
+       const rdlight_t *rd;
+       vec3_t lightorigin;
+       const float *v;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
-                       if (transform)
-                               softwaretransform(v, wv);
-                       else
-                               VectorCopy(v, wv);
-                       wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
-                       if (s->styles[0] != 255)
-                       {
-                               lm = (byte *)((long) s->samples + (int) v[7]);
-                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
-                               if (s->styles[1] != 255)
-                               {
-                                       scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
-                                       if (s->styles[2] != 255)
-                                       {
-                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
-                                               if (s->styles[3] != 255)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
-                                               }
-                                       }
-                               }
-                       }
-                       wv += 6;
+                       rd = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+                               if (VectorDistance2(v, lightorigin) < rd->cullradius2)
+                                       return true;
                }
        }
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-               RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
+       return false;
+}
+
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (ent->model->ishlbsp)
+               return;
+
+       if (skyrendernow)
+       {
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
+       }
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       // draw depth-only polys
+       memset(&m, 0, sizeof(m));
+       if (skyrendermasked)
        {
-               for (p = s->polys;p;p = p->next)
-               {
-                       v = p->verts[0];
-                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
-                       transpolyend();
-               }
+               qglColorMask(0,0,0,0);
+               // just to make sure that braindead drivers don't draw anything
+               // despite that colormask...
+               m.blendfunc1 = GL_ZERO;
+               m.blendfunc2 = GL_ONE;
        }
        else
        {
-               for (p = s->polys;p;p = p->next)
+               // fog sky
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = true;
+       R_Mesh_State(&m);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       v = p->verts[0];
-                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
                }
        }
+       qglColorMask(1,1,1,1);
 }
 
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern char skyname[];
-void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
-       texture_t *t;
-       if (s->flags & SURF_DRAWSKY)
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       float f, colorscale;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float alpha = ent->alpha * (surf->flags & SURF_WATERALPHA ? r_wateralpha.value : 1);
+       float modelorg[3];
+       texture_t *texture;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       memset(&m, 0, sizeof(m));
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       if (texture->rendertype == SURFRENDER_ADD)
        {
-               skyisvisible = true;
-               if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
-                       RSurf_DrawSky(s, false);
-               return;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
        }
-       t = R_TextureAnimation (s->texinfo->texture);
-       if (s->flags & SURF_DRAWTURB)
+       else if (texture->rendertype == SURFRENDER_ALPHA)
        {
-               RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
-               return;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
-       if (vertexlit)
-               RSurf_DrawWallVertex(s, t, false, false);
        else
-               RSurf_DrawWall(s, t, false);
-}
-
-void DrawTextureChains (void)
-{
-       int                     n;
-       msurface_t      *s;
-       texture_t       *t;
-
-       for (n = 0;n < cl.worldmodel->numtextures;n++)
        {
-               if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
-                       continue;
-               cl.worldmodel->textures[n]->texturechain = NULL;
-//             for (;s;s = s->texturechain)
-//                     R_DrawSurf(s, false, gl_vertex.value);
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // sky
-               if (s->flags & SURF_DRAWSKY)
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.tex[0] = R_GetTexture(texture->texture);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
+       }
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               R_Mesh_ResizeCheck(mesh->numverts);
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+               f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+               R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
+               if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
                {
-                       skyisvisible = true;
-                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
-                               for (;s;s = s->texturechain)
-                                       RSurf_DrawSky(s, false);
-                       continue;
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+                       if (surf->flags & SURF_LIGHTMAP)
+                               RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                }
-               t = R_TextureAnimation (cl.worldmodel->textures[n]);
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWTURB)
-               {
-                       int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       for (;s;s = s->texturechain)
-                               RSurf_DrawWater(s, t, false, alpha);
-                       continue;
+               RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+       }
+
+       if (fogenabled)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+               m.tex[0] = R_GetTexture(texture->fogtexture);
+               R_Mesh_State(&m);
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts);
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       if (m.tex[0])
+                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                       RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
                }
-               if (gl_vertex.value)
-                       for (;s;s = s->texturechain)
-                               RSurf_DrawWallVertex(s, t, false, false);
-               else
-                       for (;s;s = s->texturechain)
-                               RSurf_DrawWall(s, t, false);
        }
 }
 
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int                     i;
-       vec3_t          mins, maxs;
-       msurface_t      *s;
-       model_t         *clmodel;
-       int     rotated, vertexlit = false;
-       texture_t       *t;
-       vec3_t          org;
-
-       currententity = e;
-
-       clmodel = e->model;
-
-       if (e->angles[0] || e->angles[1] || e->angles[2])
+       const msurface_t *surf;
+       vec3_t center;
+       if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               rotated = true;
-               for (i=0 ; i<3 ; i++)
+               for (surf = firstsurf;surf;surf = surf->texturechain)
                {
-                       mins[i] = e->origin[i] - clmodel->radius;
-                       maxs[i] = e->origin[i] + clmodel->radius;
+                       if (surf->visframe == r_framecount)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+                       }
                }
        }
        else
+               for (surf = firstsurf;surf;surf = surf->texturechain)
+                       if (surf->visframe == r_framecount)
+                               RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
+}
+
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
+{
+       float base, colorscale;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       texture_t *texture;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       if (texture->rendertype == SURFRENDER_ADD)
        {
-               rotated = false;
-               VectorAdd (e->origin, clmodel->mins, mins);
-               VectorAdd (e->origin, clmodel->maxs, maxs);
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
        }
-
-       if (R_CullBox (mins, maxs))
-               return;
-
-       c_bmodels++;
-
-       VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
-       if (rotated)
+       else if (texture->rendertype == SURFRENDER_ALPHA)
        {
-               vec3_t  temp;
-               vec3_t  forward, right, up;
-
-               VectorCopy (modelorg, temp);
-               AngleVectors (e->angles, forward, right, up);
-               modelorg[0] = DotProduct (temp, forward);
-               modelorg[1] = -DotProduct (temp, right);
-               modelorg[2] = DotProduct (temp, up);
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
-
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
-
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       for (i = 0;i < MAX_DLIGHTS;i++)
+       else
        {
-               if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
-                       continue;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.tex[0] = R_GetTexture(texture->texture);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
+       }
+       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               R_Mesh_ResizeCheck(mesh->numverts);
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+               R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha);
+               if (!(ent->effects & EF_FULLBRIGHT))
+               {
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+                       if (surf->flags & SURF_LIGHTMAP)
+                               RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+               }
+               RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+       }
+}
 
-               VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
-               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       texture_t *texture;
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(texture->glowtexture);
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               R_Mesh_ResizeCheck(mesh->numverts);
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+               RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
        }
-       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
+}
 
-e->angles[0] = -e->angles[0];  // stupid quake bug
-       softwaretransformforentity (e);
-e->angles[0] = -e->angles[0];  // stupid quake bug
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       texture_t *texture;
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(texture->fogtexture);
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               R_Mesh_ResizeCheck(mesh->numverts);
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               if (m.tex[0])
+                       memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+               RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+       }
+}
 
-       // draw texture
-       for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       float cl;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
+       m.tex[2] = R_GetTexture(texture->detailtexture);
+       m.texrgbscale[0] = 1;
+       m.texrgbscale[1] = 4;
+       m.texrgbscale[2] = 2;
+       R_Mesh_State(&m);
+       cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+       GL_Color(cl, cl, cl, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
        {
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+               if (surf->visframe == r_framecount)
                {
-//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
-                       if (s->flags & SURF_DRAWSKY)
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       if (m.tex[1] != lightmaptexturenum)
                        {
-                               RSurf_DrawSky(s, true);
-                               continue;
+                               m.tex[1] = lightmaptexturenum;
+                               R_Mesh_State(&m);
                        }
-                       t = R_TextureAnimation (s->texinfo->texture);
-                       if (s->flags & SURF_DRAWTURB)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
-                               continue;
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
                        }
-                       if (vertexlit || s->texinfo->texture->transparent)
-                               RSurf_DrawWallVertex(s, t, true, true);
-                       else
-                               RSurf_DrawWall(s, t, true);
                }
        }
-       UploadLightmaps();
 }
 
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
-*/
-
-void R_StoreEfrags (efrag_t **ppefrag);
-
-void R_NewWorldNode ()
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int l, texsort = gl_texsort.value, vertex = gl_vertex.value;
-       mleaf_t *leaf;
-       msurface_t *surf, **mark, **endmark;
-
-       for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
+       if (gl_combine.integer)
+               m.texrgbscale[1] = 4;
+       R_Mesh_State(&m);
+       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
        {
-               if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces))
+               if (surf->visframe == r_framecount)
                {
-                       if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3))
-                               continue;
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       if (m.tex[1] != lightmaptexturenum)
+                       {
+                               m.tex[1] = lightmaptexturenum;
+                               R_Mesh_State(&m);
+                       }
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
+               }
+       }
+}
 
-                       c_leafs++;
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(texture->texture);
+       R_Mesh_State(&m);
+       GL_Color(1, 1, 1, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
+               }
+       }
+}
 
-                       // deal with model fragments in this leaf
-                       if (leaf->efrags)
-                               R_StoreEfrags (&leaf->efrags);
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ZERO;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.tex[0] = R_GetTexture(firstsurf->lightmaptexture);
+       if (gl_combine.integer)
+               m.texrgbscale[0] = 4;
+       R_Mesh_State(&m);
+       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       if (m.tex[0] != lightmaptexturenum)
+                       {
+                               m.tex[0] = lightmaptexturenum;
+                               R_Mesh_State(&m);
+                       }
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->uvw, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
+               }
+       }
+}
 
-                       if (leaf->nummarksurfaces)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       float colorscale;
+       rmeshstate_t m;
+
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(texture->texture);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
+       }
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
+               {
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               mark = leaf->firstmarksurface;
-                               endmark = mark + leaf->nummarksurfaces;
-                               do
+                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
                                {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                                       {
-                                               if ( (surf->flags & SURF_PLANEBACK))
-                                               {
-                                                       surf->visframe = r_framecount;
-                                                       c_faces++;
-                                                       if (texsort)
-                                                       {
-                                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                                               surf->texinfo->texture->texturechain = surf;
-                                                       }
-                                                       else
-                                                               R_DrawSurf(surf, false, vertex);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                               {
-                                                       surf->visframe = r_framecount;
-                                                       c_faces++;
-                                                       if (texsort)
-                                                       {
-                                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                                               surf->texinfo->texture->texturechain = surf;
-                                                       }
-                                                       else
-                                                               R_DrawSurf(surf, false, vertex);
-                                               }
-                                       }
+                                       R_Mesh_ResizeCheck(mesh->numverts);
+                                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                                       memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                                       R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
+                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+                                       RSurf_ScaleColors(varray_color, colorscale, mesh->numverts);
+                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
                                }
-                               while (mark < endmark);
                        }
                }
        }
 }
 
-struct nodestack_s
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int side;
-       mnode_t *node;
-       int noclipping;
-} nodestack[8192];
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               if (m.tex[0])
+                                       memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                               RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
+               }
+       }
+}
 
-/*
-================
-R_WorldNode
-================
-*/
-void R_WorldNode ()
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value;
-       struct nodestack_s *nstack;
-       mnode_t *node;
-       mleaf_t *pleaf;
-       msurface_t *surf, *endsurf, **mark, **endmark;
-       nstack = nodestack;
-
-       if (!(node = cl.worldmodel->nodes))
-               return;
-
-       while(1)
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_DST_COLOR;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.tex[0] = R_GetTexture(texture->detailtexture);
+       R_Mesh_State(&m);
+       GL_Color(1, 1, 1, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
        {
-               if (oldclip)
+               if (surf->visframe == r_framecount)
                {
-                       if (R_CullBox(node->minmaxs, node->minmaxs+3))
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-backupstack:
-                               if (nstack <= nodestack)
-                                       break;
-                               nstack--;
-                               node = nstack->node;
-                               side = nstack->side;
-                               noclipping = nstack->noclipping;
-                               goto loc0;
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->abc, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
                        }
                }
-               else
-               if (!noclipping)
+       }
+}
+
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(texture->glowtexture);
+       R_Mesh_State(&m);
+       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away
-                       cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away
-                       cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away
-                       cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away
-                       if (ca == 0 && cb == 0 && cc == 0 && cd == 0)
-                               noclipping = true; // not clipped at all, no need to clip any children of this node
-                       // partially clipped node
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
                }
-       // if a leaf node, draw stuff
-               if (node->contents < 0)
+       }
+}
+
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(texture->glowtexture);
+       R_Mesh_State(&m);
+       if (m.tex[0])
+               GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       else
+               GL_Color(0, 0, 0, 1);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       if (node->contents != CONTENTS_SOLID)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               pleaf = (mleaf_t *)node;
+                               R_Mesh_ResizeCheck(mesh->numverts);
+                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
+               }
+       }
+}
 
-                               c_leafs++;
-                               if (pleaf->nummarksurfaces)
-                               {
-                                       mark = pleaf->firstmarksurface;
-                                       endmark = mark + pleaf->nummarksurfaces;
-                                       do
-                                       {
-                                               (*mark)->visframe = r_framecount;
-                                               mark++;
-                                       }
-                                       while (mark < endmark);
-                               }
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       texture_t *texture;
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       R_Mesh_Matrix(&ent->matrix);
+       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+       if (texture->glowtexture)
+               RSurfShader_Wall_Pass_Glow(ent, surf);
+       if (fogenabled)
+               RSurfShader_Wall_Pass_Fog(ent, surf);
+}
 
-                               // deal with model fragments in this leaf
-                               if (pleaf->efrags)
-                                       R_StoreEfrags (&pleaf->efrags);
+extern cvar_t r_shadows;
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       vec3_t center;
+       if (texture->rendertype != SURFRENDER_OPAQUE)
+       {
+               // transparent vertex shaded from lightmap
+               for (surf = firstsurf;surf;surf = surf->texturechain)
+               {
+                       if (surf->visframe == r_framecount)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
                        }
-
-                       if (nstack <= nodestack)
-                               break;
-                       nstack--;
-                       node = nstack->node;
-                       side = nstack->side;
-                       noclipping = nstack->noclipping;
-                       goto loc0;
                }
+       }
+       else if (r_shadows.integer == 3 && cl.worldmodel->numlights)
+       {
+               // opaque base lighting
+               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+       }
+       else if (r_vertexsurfaces.integer)
+       {
+               // opaque vertex shaded from lightmap
+               for (surf = firstsurf;surf;surf = surf->texturechain)
+                       if (surf->visframe == r_framecount)
+                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+               if (texture->glowtexture)
+                       for (surf = firstsurf;surf;surf = surf->texturechain)
+                               if (surf->visframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->texturechain)
+                               if (surf->visframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+       }
+       else
+       {
+               // opaque lightmapped
+               if (r_textureunits.integer >= 2)
+               {
+                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
+                       else
+                       {
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
+                               if (r_detailtextures.integer)
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+                       }
+               }
+               else
+               {
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf);
+                       if (r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+               }
+               if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf);
+               if (texture->glowtexture)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+       }
+}
 
-               c_nodes++;
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
 
-               // node is just a decision point, so go down the apropriate sides
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
+{
+       &Cshader_wall_lightmap,
+       &Cshader_water,
+       &Cshader_sky
+};
 
-               // find which side of the node we are on
-               side = PlaneDist(modelorg, node->plane) < node->plane->dist;
+extern cvar_t r_shadows;
+void R_PrepareSurfaces(entity_render_t *ent)
+{
+       int i, texframe, numsurfaces, *surfacevisframes;
+       model_t *model;
+       msurface_t *surf, *surfaces;
+       texture_t *t;
+       vec3_t modelorg;
 
-               // recurse down the children, front side first
-               if (node->children[side]->visframe == r_visframecount)
+       if (!ent->model)
+               return;
+
+       model = ent->model;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       numsurfaces = model->nummodelsurfaces;
+       surfaces = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+
+       texframe = (int)(cl.time * 5.0f);
+       for (i = 0;i < model->numtextures;i++)
+       {
+               t = model->textures + i;
+               if (ent->effects & EF_ADDITIVE)
+                       t->rendertype = SURFRENDER_ADD;
+               else if (ent->alpha < 1 || (t->flags & SURF_WATERALPHA && r_wateralpha.value < 1) || t->fogtexture != NULL)
+                       t->rendertype = SURFRENDER_ALPHA;
+               else
+                       t->rendertype = SURFRENDER_OPAQUE;
+               if (t->animated)
                {
-                       nstack->node = node;
-                       nstack->side = !side; // go down back side when we come back up
-                       nstack->noclipping = noclipping;
-                       nstack++;
-                       node = node->children[side];
-                       continue;
+                       t->currentframe[0] = t->anim_frames[0][(t->anim_total[0] >= 2) ? (texframe % t->anim_total[0]) : 0];
+                       t->currentframe[1] = t->anim_frames[1][(t->anim_total[1] >= 2) ? (texframe % t->anim_total[1]) : 0];
                }
-               side = !side;
-loc0:
+       }
 
-       // draw stuff
-               if (node->numsurfaces)
-               {
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
-                       endsurf = surf + node->numsurfaces;
+       if (r_dynamic.integer && r_shadows.integer != 3)
+               R_MarkLights(ent);
 
-                       if (texsort)
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+       {
+               if (surfacevisframes[i] == r_framecount)
+               {
+#if !WORLDNODECULLBACKFACES
+                       // mark any backface surfaces as not visible
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                               if (side)
-                               {
-                                       do
-                                       {
-                                               if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
-                                               {
-                                                       c_faces++;
-                                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                                       surf->texinfo->texture->texturechain = surf;
-                                               }
-                                               else
-                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
-                                               surf++;
-                                       }
-                                       while (surf < endsurf);
-                               }
-                               else
-                               {
-                                       do
-                                       {
-                                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
-                                               {
-                                                       c_faces++;
-                                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                                       surf->texinfo->texture->texturechain = surf;
-                                               }
-                                               else
-                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
-                                               surf++;
-                                       }
-                                       while (surf < endsurf);
-                               }
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
                        }
                        else
                        {
-                               if (side)
-                               {
-                                       do
-                                       {
-                                               if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
-                                               {
-                                                       c_faces++;
-                                                       R_DrawSurf(surf, false, vertex);
-                                               }
-                                               else
-                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
-                                               surf++;
-                                       }
-                                       while (surf < endsurf);
-                               }
-                               else
+                               if ((surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
+                       }
+                       if (surfacevisframes[i] == r_framecount)
+#endif
+                       {
+                               c_faces++;
+                               surf->visframe = r_framecount;
+                               if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
                                {
-                                       do
+                                       if (surf->cached_dlight
+                                        || surf->cached_ambient != r_ambient.value
+                                        || surf->cached_lightmapscalebit != r_lightmapscalebit)
+                                               R_BuildLightMap(ent, surf, false); // base lighting changed
+                                       else if (r_dynamic.integer)
                                        {
-                                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
-                                               {
-                                                       c_faces++;
-                                                       R_DrawSurf(surf, false, vertex);
-                                               }
-                                               else
-                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
-                                               surf++;
+                                               if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+                                                || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+                                                || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+                                                || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+                                                       R_BuildLightMap(ent, surf, false); // base lighting changed
+                                               else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                                                       R_BuildLightMap(ent, surf, true); // only dlights
                                        }
-                                       while (surf < endsurf);
                                }
                        }
                }
-
-       // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount)
-               {
-                       node = node->children[side];
-                       continue;
-               }
-
-               if (nstack <= nodestack)
-                       break;
-               nstack--;
-               node = nstack->node;
-               side = nstack->side;
-               noclipping = nstack->noclipping;
-               goto loc0;
        }
 }
 
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_DrawSurfaces(entity_render_t *ent, int type)
 {
-       entity_t        ent;
-
-       memset (&ent, 0, sizeof(ent));
-       ent.model = cl.worldmodel;
-       ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
-       modelalpha = ent.alpha = 1;
-       ent.scale = 1;
-
-       VectorCopy (r_refdef.vieworg, modelorg);
-
-       currententity = &ent;
-
-       softwaretransformidentity(); // LordHavoc: clear transform
+       int i;
+       texture_t *t;
+       R_Mesh_Matrix(&ent->matrix);
+       for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
+               if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i])
+                       t->shader->shaderfunc[type](ent, t, ent->model->texturesurfacechains[i]);
+}
 
-       if (cl.worldmodel)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+       int i;
+       float *v;
+       rmeshstate_t m;
+       const entity_render_t *ent = calldata1;
+       const mportal_t *portal = ent->model->portals + calldata2;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       R_Mesh_Matrix(&ent->matrix);
+       R_Mesh_State(&m);
+       R_Mesh_ResizeCheck(portal->numpoints);
+       i = portal - ent->model->portals;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+                        0.125f);
+       if (PlaneDiff(r_origin, (&portal->plane)) > 0)
        {
-               if (r_newworldnode.value)
-                       R_NewWorldNode ();
-               else
-                       R_WorldNode ();
+               for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
+                       VectorCopy(portal->points[i].position, v);
        }
-
-       R_PushDlights (); // now mark the lit surfaces
-
-       DrawTextureChains ();
+       else
+               for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4)
+                       VectorCopy(portal->points[i].position, v);
+       R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
 }
 
-
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+static void R_DrawPortals(entity_render_t *ent)
 {
-       byte    *vis;
-       mnode_t *node;
-       int             i;
+       int i;
+       mportal_t *portal, *endportal;
+       float temp[3], center[3], f;
 
-       if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+       if (r_drawportals.integer < 1)
                return;
-       
-       r_visframecount++;
-       r_oldviewleaf = r_viewleaf;
 
-       if (r_novis.value)
+       for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
        {
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+               if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount)
                {
-                       node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                       do
+                       if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                        {
-                               if (node->visframe == r_visframecount)
-                                       break;
-                               node->visframe = r_visframecount;
-                               node = node->parent;
-                       } while (node);
+                               VectorClear(temp);
+                               for (i = 0;i < portal->numpoints;i++)
+                                       VectorAdd(temp, portal->points[i].position, temp);
+                               f = ixtable[portal->numpoints];
+                               VectorScale(temp, f, temp);
+                               Matrix4x4_Transform(&ent->matrix, temp, center);
+                               R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
+                       }
                }
        }
-       else
+}
+
+void R_PrepareBrushModel(entity_render_t *ent)
+{
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surf;
+       model_t *model;
+#if WORLDNODECULLBACKFACES
+       vec3_t modelorg;
+#endif
+
+       // because bmodels can be reused, we have to decide which things to render
+       // from scratch every time
+       model = ent->model;
+#if WORLDNODECULLBACKFACES
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+#endif
+       numsurfaces = model->nummodelsurfaces;
+       surf = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+       for (i = 0;i < numsurfaces;i++, surf++)
        {
-               vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-               
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+#if WORLDNODECULLBACKFACES
+               // mark any backface surfaces as not visible
+               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
-                       if (vis[i>>3] & (1<<(i&7)))
+                       if ((surf->flags & SURF_PLANEBACK))
                        {
-                               node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                               do
-                               {
-                                       if (node->visframe == r_visframecount)
-                                               break;
-                                       node->visframe = r_visframecount;
-                                       node = node->parent;
-                               } while (node);
+                               surfacevisframes[i] = r_framecount;
+                               surfacepvsframes[i] = model->pvsframecount;
+                       }
+               }
+               else
+               {
+                       if (!(surf->flags & SURF_PLANEBACK))
+                       {
+                               surfacevisframes[i] = r_framecount;
+                               surfacepvsframes[i] = model->pvsframecount;
                        }
                }
+#else
+               surfacevisframes[i] = r_framecount;
+               surfacepvsframes[i] = model->pvsframecount;
+#endif
+               surf->dlightframe = -1;
        }
+       R_PrepareSurfaces(ent);
 }
 
-
-
-/*
-=============================================================================
-
-  LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
-
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, short *x, short *y)
+void R_SurfaceWorldNode (entity_render_t *ent)
 {
-       int             i, j;
-       int             best, best2;
-       int             texnum;
-
-       for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surfaces, *surf;
+       model_t *model;
+       vec3_t modelorg;
+
+       model = ent->model;
+       numsurfaces = model->nummodelsurfaces;
+       surfaces = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
-               best = BLOCK_HEIGHT;
-
-               for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+               if (surfacepvsframes[i] == model->pvsframecount)
                {
-                       best2 = 0;
-
-                       for (j=0 ; j<w ; j++)
+#if WORLDNODECULLBACKFACES
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                               if (allocated[texnum][i+j] >= best)
-                                       break;
-                               if (allocated[texnum][i+j] > best2)
-                                       best2 = allocated[texnum][i+j];
+                               if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                                       surfacevisframes[i] = r_framecount;
                        }
-                       if (j == w)
-                       {       // this is a valid spot
-                               *x = i;
-                               *y = best = best2;
+                       else
+                       {
+                               if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                                       surfacevisframes[i] = r_framecount;
                        }
+#else
+                       if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[i] = r_framecount;
+#endif
                }
+       }
+}
 
-               if (best + h > BLOCK_HEIGHT)
-                       continue;
-
-               if (nosubimagefragments || nosubimage)
+/*
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
+{
+       int portalstack, i;
+       mportal_t *p, *pstack[8192];
+       msurface_t *surf, **mark, **endmark;
+       mleaf_t *leaf;
+       // LordHavoc: portal-passage worldnode with PVS;
+       // follows portals leading outward from viewleaf, does not venture
+       // offscreen or into leafs that are not visible, faster than Quake's
+       // RecursiveWorldNode
+       leaf = viewleaf;
+       leaf->worldnodeframe = r_framecount;
+       portalstack = 0;
+loc0:
+       c_leafs++;
+       if (leaf->nummarksurfaces)
+       {
+               for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
                {
-                       if (!lightmaps[texnum])
+                       surf = *mark++;
+                       // make sure surfaces are only processed once
+                       if (surf->worldnodeframe != r_framecount)
                        {
-                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
-                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                               surf->worldnodeframe = r_framecount;
+                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
+                               {
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               surf->visframe = r_framecount;
+                               }
+                               else
+                               {
+                                       if (!(surf->flags & SURF_PLANEBACK))
+                                               surf->visframe = r_framecount;
+                               }
                        }
                }
-               // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
-               else if (!allocated[texnum][0])
+       }
+       // follow portals into other leafs
+       for (p = leaf->portals;p;p = p->next)
+       {
+               leaf = p->past;
+               if (leaf->worldnodeframe != r_framecount)
                {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
-                       memset(blank, 0, sizeof(blank));
-                       if(r_upload.value)
+                       leaf->worldnodeframe = r_framecount;
+                       // FIXME: R_CullBox is absolute, should be done relative
+                       if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                               else
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                               p->visframe = r_framecount;
+                               pstack[portalstack++] = p;
+                               goto loc0;
+loc1:
+                               p = pstack[--portalstack];
                        }
                }
-
-               for (i=0 ; i<w ; i++)
-                       allocated[texnum][*x + i] = best + h;
-
-               return texnum;
        }
-
-       Sys_Error ("AllocBlock: full");
-       return 0;
+       if (portalstack)
+               goto loc1;
 }
-
-
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
-
-int    nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
 */
-void BuildSurfaceDisplayList (msurface_t *fa)
+
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int                     i, j, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = lnumverts;
-
-       for (i=0 ; i<lnumverts ; i++)
-       {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
-
-               if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
-               else
+       int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+       int n;
+       msurface_t *surf;
+#endif
+       mleaf_t *leaf, *leafstack[8192];
+       mportal_t *p;
+       vec3_t modelorg;
+       msurface_t *surfaces;
+       // LordHavoc: portal-passage worldnode with PVS;
+       // follows portals leading outward from viewleaf, does not venture
+       // offscreen or into leafs that are not visible, faster than Quake's
+       // RecursiveWorldNode
+       surfaces = ent->model->surfaces;
+       surfacevisframes = ent->model->surfacevisframes;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       viewleaf->worldnodeframe = r_framecount;
+       leafstack[0] = viewleaf;
+       leafstackpos = 1;
+       while (leafstackpos)
+       {
+               c_leafs++;
+               leaf = leafstack[--leafstackpos];
+               // draw any surfaces bounding this leaf
+               if (leaf->nummarksurfaces)
                {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
+                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
+                       {
+#if WORLDNODECULLBACKFACES
+                               n = *mark++;
+                               if (surfacevisframes[n] != r_framecount)
+                               {
+                                       surf = surfaces + n;
+                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                                       {
+                                               if ((surf->flags & SURF_PLANEBACK))
+                                                       surfacevisframes[n] = r_framecount;
+                                       }
+                                       else
+                                       {
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surfacevisframes[n] = r_framecount;
+                                       }
+                               }
+#else
+                               surfacevisframes[*mark++] = r_framecount;
+#endif
+                       }
                }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-
-               VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s / fa->texinfo->texture->width;
-               poly->verts[i][4] = t / fa->texinfo->texture->height;
-
-               //
-               // lightmap texture coordinates
-               //
-               s -= fa->texturemins[0];
-               t -= fa->texturemins[1];
-               s += 8;
-               t += 8;
-               // LordHavoc: calc lightmap data offset
-               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
-               poly->verts[i][7] = j;
-               s += fa->light_s*16;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t += fa->light_t*16;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               poly->verts[i][5] = s;
-               poly->verts[i][6] = t;
-       }
-
-       //
-       // remove co-linear points - Ed
-       //
-       /*
-       if (!gl_keeptjunctions.value)
-       {
-               for (i = 0 ; i < lnumverts ; ++i)
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
                {
-                       vec3_t v1, v2;
-                       float *prev, *this, *next;
-
-                       prev = poly->verts[(i + lnumverts - 1) % lnumverts];
-                       this = poly->verts[i];
-                       next = poly->verts[(i + 1) % lnumverts];
-
-                       VectorSubtract( this, prev, v1 );
-                       VectorNormalize( v1 );
-                       VectorSubtract( next, prev, v2 );
-                       VectorNormalize( v2 );
-
-                       // skip co-linear points
-                       #define COLINEAR_EPSILON 0.001
-                       if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
-                               (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+                       // LordHavoc: this DotProduct hurts less than a cache miss
+                       // (which is more likely to happen if backflowing through leafs)
+                       if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
                        {
-                               int j;
-                               for (j = i + 1; j < lnumverts; ++j)
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
                                {
-                                       int k;
-                                       for (k = 0; k < VERTEXSIZE; ++k)
-                                               poly->verts[j - 1][k] = poly->verts[j][k];
+                                       leaf->worldnodeframe = r_framecount;
+                                       // FIXME: R_CullBox is absolute, should be done relative
+                                       if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs))
+                                               leafstack[leafstackpos++] = leaf;
                                }
-                               --lnumverts;
-                               ++nColinElim;
-                               // retry next vertex next time, which is now current vertex
-                               --i;
                        }
                }
        }
-       */
-       poly->numverts = lnumverts;
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
 }
 
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int             smax, tmax;
-
-       if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
-               return;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
+       int i, j, l, c, bits, *surfacepvsframes, *mark;
+       mleaf_t *leaf;
+       qbyte *vis;
+       model_t *model;
 
-       surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
-       if (nosubimage || nosubimagefragments)
-               return;
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
-       smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-       if (lightmaprgba)
-       {
-               R_BuildLightMap (surf, templight, smax * 4);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-       }
-       else
+       model = ent->model;
+       if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer))
        {
-               R_BuildLightMap (surf, templight, smax * 3);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+               model->pvsframecount++;
+               model->pvsviewleaf = viewleaf;
+               model->pvsviewleafnovis = r_novis.integer;
+               if (viewleaf)
+               {
+                       surfacepvsframes = model->surfacepvsframes;
+                       vis = Mod_LeafPVS (viewleaf, model);
+                       for (j = 0;j < model->numleafs;j += 8)
+                       {
+                               bits = *vis++;
+                               if (bits)
+                               {
+                                       l = model->numleafs - j;
+                                       if (l > 8)
+                                               l = 8;
+                                       for (i = 0;i < l;i++)
+                                       {
+                                               if (bits & (1 << i))
+                                               {
+                                                       leaf = &model->leafs[j + i + 1];
+                                                       leaf->pvsframe = model->pvsframecount;
+                                                       // mark surfaces bounding this leaf as visible
+                                                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
+                                                               surfacepvsframes[*mark++] = model->pvsframecount;
+                                               }
+                                       }
+                               }
+                       }
+               }
        }
 }
 
-
 /*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
+=============
+R_DrawWorld
+=============
 */
-void GL_BuildLightmaps (void)
+void R_DrawWorld (entity_render_t *ent)
 {
-       int             i, j;
-       model_t *m;
+       vec3_t modelorg;
+       mleaf_t *viewleaf;
 
-       memset (allocated, 0, sizeof(allocated));
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       viewleaf = Mod_PointInLeaf (modelorg, ent->model);
+       R_PVSUpdate(ent, viewleaf);
 
-       r_framecount = 1;               // no dlightcache
-
-       if (gl_nosubimagefragments.value)
-               nosubimagefragments = 1;
-       else
-               nosubimagefragments = 0;
+       if (!viewleaf)
+               return;
 
-       if (gl_nosubimage.value)
-               nosubimage = 1;
+       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+               R_SurfaceWorldNode (ent);
        else
-               nosubimage = 0;
+               R_PortalWorldNode (ent, viewleaf);
+       R_PrepareSurfaces(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+}
 
-       if (gl_lightmaprgba.value)
-       {
-               lightmaprgba = true;
-               lightmapbytes = 4;
-       }
-       else
-       {
-               lightmaprgba = false;
-               lightmapbytes = 3;
-       }
+void R_Model_Brush_DrawSky (entity_render_t *ent)
+{
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+}
 
-       // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
-       //            it needs to be aligned on 4 pixel boundaries...
-       //            so I implemented an adjustable lightmap alignment
-       if (gl_lightmapalign.value < 1)
-               gl_lightmapalign.value = 1;
-       if (gl_lightmapalign.value > 16)
-               gl_lightmapalign.value = 16;
-       lightmapalign = 1;
-       while (lightmapalign < gl_lightmapalign.value)
-               lightmapalign <<= 1;
-       gl_lightmapalign.value = lightmapalign;
-       lightmapalignmask = ~(lightmapalign - 1);
-       if (nosubimagefragments || nosubimage)
-       {
-               lightmapalign = 1;
-               lightmapalignmask = ~0;
-       }
+void R_Model_Brush_Draw (entity_render_t *ent)
+{
+       c_bmodels++;
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+}
 
-       if (!lightmap_textures)
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+#if 1
+       float projectdistance, temp[3];
+       shadowmesh_t *mesh;
+       VectorSubtract(relativelightorigin, ent->model->shadowmesh_center, temp);
+       projectdistance = lightradius + ent->model->shadowmesh_radius - sqrt(DotProduct(temp, temp));
+       if (projectdistance >= 0.1)
        {
-               lightmap_textures = texture_extension_number;
-               texture_extension_number += MAX_LIGHTMAPS;
+               R_Mesh_Matrix(&ent->matrix);
+               for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts * 2);
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, relativelightorigin, lightradius, projectdistance);
+               }
        }
-
-       for (j=1 ; j<MAX_MODELS ; j++)
+#else
+       int i;
+       msurface_t *surf;
+       float projectdistance, f, temp[3], lightradius2;
+       surfmesh_t *mesh;
+       R_Mesh_Matrix(&ent->matrix);
+       lightradius2 = lightradius * lightradius;
+       for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
        {
-               m = cl.model_precache[j];
-               if (!m)
-                       break;
-               if (m->name[0] == '*')
-                       continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
-               for (i=0 ; i<m->numsurfaces ; i++)
+               if (surf->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
                {
-                       if ( m->surfaces[i].flags & SURF_DRAWTURB )
-                               continue;
-                       if ( m->surfaces[i].flags & SURF_DRAWSKY )
-                               continue;
-                       GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
+                       f = PlaneDiff(relativelightorigin, surf->plane);
+                       if (surf->flags & SURF_PLANEBACK)
+                               f = -f;
+                       // draw shadows only for backfaces
+                       projectdistance = lightradius + f;
+                       if (projectdistance >= 0.1 && projectdistance < lightradius)
+                       {
+                               VectorSubtract(relativelightorigin, surf->poly_center, temp);
+                               if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2))
+                               {
+                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                                       {
+                                               R_Mesh_ResizeCheck(mesh->numverts * 2);
+                                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                                               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance);
+                                       }
+                               }
+                       }
                }
        }
+#endif
+}
 
-       if (nosubimage || nosubimagefragments)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+       int tnum;
+       msurface_t *surf;
+       texture_t *t;
+       float f, lightradius2;
+       surfmesh_t *mesh;
+       R_Mesh_Matrix(&ent->matrix);
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       lightradius2 = lightradius * lightradius;
+       for (tnum = 0;tnum < ent->model->numtextures;tnum++)
        {
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+1);
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
+               t = ent->model->textures + tnum;
+               if (ent->model->texturesurfacechains[tnum] && t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                {
-                       if (!allocated[i][0])
-                               break;
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
-                       if(r_upload.value)
+                       t = t->currentframe[ent->frame != 0];
+                       for (surf = ent->model->texturesurfacechains[tnum];surf;surf = surf->texturechain)
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                               else
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                               if (surf->visframe == r_framecount)
+                               {
+                                       f = PlaneDiff(relativelightorigin, surf->plane);
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               f = -f;
+                                       if (f >= -0.1 && f < lightradius)
+                                       {
+                                               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                                               {
+                                                       R_Mesh_ResizeCheck(mesh->numverts);
+                                                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                                                       R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->texture, t->glosstexture, t->nmaptexture, NULL);
+                                               }
+                                       }
+                               }
                        }
                }
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+0);
        }
 }
 
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_vertexsurfaces);
+       Cvar_RegisterVariable(&r_dlightmap);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_floatbuildlightmap);
+       Cvar_RegisterVariable(&r_detailtextures);
+       Cvar_RegisterVariable(&r_surfaceworldnode);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+