]> 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 b0650a996f2bfb6e75d74b2e0f45cab8a2ee8a48..1ca9202178d9a796683b63993e015017dc6e0308 100644 (file)
@@ -20,95 +20,66 @@ 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"
 
 #define MAX_LIGHTMAP_SIZE 256
 
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*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
 
-static byte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
 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"};
-
-static void gl_surf_start(void)
-{
-}
-
-static void gl_surf_shutdown(void)
-{
-}
-
-static void gl_surf_newmap(void)
-{
-}
-
-void GL_Surf_Init(void)
-{
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_vertexsurfaces);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
+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"};
 
 static int dlightdivtable[32768];
 
-static int R_AddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
-       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+       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;
-       vec3_t      impact, local;
-
-       // LordHavoc: use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64     k;
-#else
-       long long   k;
-#endif
+       float dist, impact[3], local[3];
 
        lit = false;
 
-       if (!dlightdivtable[1])
-       {
-               dlightdivtable[0] = 4194304;
-               for (s = 1; s < 32768; s++)
-                       dlightdivtable[s] = 4194304 / (s << 7);
-       }
-
        smax = (surf->extents[0] >> 4) + 1;
        tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
        for (lnum = 0; lnum < r_numdlights; lnum++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               softwareuntransform(r_dlight[lnum].origin, local);
-//             VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local);
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
-               maxdist = (int) r_dlight[lnum].cullradius2;
-
-               // already clamped, skip this
-               // clamp radius to avoid exceeding 32768 entry division table
-               //if (maxdist > 4194304)
-               //      maxdist = 4194304;
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
                if (dist2 >= maxdist)
                        continue;
 
-               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;
+               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];
@@ -126,12 +97,11 @@ static int R_AddDynamicLights (msurface_t *surf)
                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 = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
-               bl = blocklights;
-               smax3 = smax * 3;
+               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)
@@ -148,9 +118,9 @@ static int R_AddDynamicLights (msurface_t *surf)
                                                k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
                                                if (k > 0)
                                                {
-                                                       bl[0] += (red   * k) >> 8;
-                                                       bl[1] += (green * k) >> 8;
-                                                       bl[2] += (blue  * k) >> 8;
+                                                       bl[0] += (red   * k);
+                                                       bl[1] += (green * k);
+                                                       bl[2] += (blue  * k);
                                                        lit = true;
                                                }
                                        }
@@ -164,6 +134,96 @@ static int R_AddDynamicLights (msurface_t *surf)
        return lit;
 }
 
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+{
+       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++)
+       {
+               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];
+
+               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;
+}
+
 /*
 ===============
 R_BuildLightMap
@@ -171,1534 +231,1416 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
 {
-       int             smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
-       byte    *lightmap, *out;
-
-       // update cached lighting info
-       surf->cached_dlight = 0;
-       surf->cached_lightscalebit = lightscalebit;
-       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
-       if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
-       {
-               bl = blocklights;
-               for (i = 0;i < size;i++)
+       if (!r_floatbuildlightmap.integer)
+       {
+               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)
+               {
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
+               }
+               else
+               {
+       // 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)
+                       {
+                               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;
+                       }
+               }
+
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               shift = 7 + r_lightmapscalebit + 8;
+               if (ent->model->lightmaprgba)
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       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
                {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       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
        {
-// clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
+               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)
                {
-                       bl = blocklights;
                        for (i = 0;i < size3;i++)
                                *bl++ = j;
                }
                else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
+                       memset(bl, 0, size*3*sizeof(float));
 
                if (surf->dlightframe == r_framecount && r_dlightmap.integer)
                {
-                       surf->cached_dlight = R_AddDynamicLights(surf);
+                       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
+               // add all the lightmaps
                if (lightmap)
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
-                               for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
-                                       *bl++ += *lightmap++ * scale;
-       }
+               {
+                       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;
+               }
 
-       bl = blocklights;
-       out = templight;
-       // deal with lightmap brightness scale
-       shift = 7 + lightscalebit;
-       if (currentrenderentity->model->lightmaprgba)
-       {
-               stride = (surf->lightmaptexturestride - smax) * 4;
-               for (i = 0;i < tmax;i++, out += stride)
+               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 (j = 0;j < smax;j++)
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               *out++ = 255;
+                               for (j = 0;j < smax;j++)
+                               {
+                                       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
-       {
-               stride = (surf->lightmaptexturestride - smax) * 3;
-               for (i = 0;i < tmax;i++, out += stride)
+               else
                {
-                       for (j = 0;j < smax;j++)
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
+                               for (j = 0;j < smax;j++)
+                               {
+                                       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);
+               R_UpdateTexture(surf->lightmaptexture, templight);
+       }
 }
 
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-/*
-// note: this was manually inlined in R_PrepareSurfaces
-static texture_t *R_TextureAnimation (texture_t *base)
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
 {
-       if (currentrenderentity->frame && base->alternate_anims != NULL)
-               base = base->alternate_anims;
-
-       if (base->anim_total < 2)
-               return base;
-
-       return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
-}
-*/
+       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;
+       }
 
-       BRUSH MODELS
+       dist2 = ndist * ndist;
+       maxdist3 = maxdist - dist2;
 
-=============================================================
-*/
+       if (node->plane->type < 3)
+       {
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
+       }
+       else
+       {
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+       }
 
+       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;
 
-static float turbsin[256] =
-{
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
+                       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];
 
-#define MAX_SURFVERTS 1024
-typedef struct
-{
-       float v[4];
-       float st[2];
-       float uv[2];
-       float c[4];
-}
-surfvert_t;
-static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
+                       s = bound(0, impacts, smax * 16) - impacts;
+                       t = bound(0, impactt, tmax * 16) - impactt;
+                       i = s * s + t * t + dist2;
+                       if (i > maxdist)
+                               continue;
 
-static int RSurfShader_Sky(int stage, msurface_t *s)
-{
-       int                             i;
-       float                   number, length, dir[3], speedscale;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
 
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (currentrenderentity->model->ishlbsp)
-               return true;
+                       bl = surf->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
 
-       if (stage == 0)
-       {
-               if (skyrendermasked)
-               {
-                       if (skyrendernow)
-                       {
-                               skyrendernow = false;
-                               R_Sky();
-                       }
-                       // draw depth-only polys
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ZERO;
-                       m.blendfunc2 = GL_ONE;
-                       m.depthwrite = true;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       //m.cr = 0;
-                       //m.cg = 0;
-                       //m.cb = 0;
-                       //m.ca = 0;
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
                        {
-                               m.vertex = &s->mesh.vertex[0].v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
+                               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;
                        }
-                       R_Mesh_Draw(&m);
+                       // force lightmap upload
+                       if (stained)
+                               surf->cached_dlight = true;
                }
-               else if (skyrenderglquake)
+       }
+
+       if (node->children[0]->contents >= 0)
+       {
+               if (node->children[1]->contents >= 0)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       m.cr = 1;
-                       m.cg = 1;
-                       m.cb = 1;
-                       m.ca = 1;
-                       if (r_mergesky.integer)
-                               m.tex[0] = R_GetTexture(mergeskytexture);
-                       else
-                               m.tex[0] = R_GetTexture(solidskytexture);
-                       m.texcoords[0] = &svert[0].st[0];
-                       m.texcoordstep[0] = sizeof(surfvert_t);
-                       speedscale = cl.time * (8.0/128.0);
-                       speedscale -= (int)speedscale;
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract (sv->v, r_origin, dir);
-                               // flatten the sphere
-                               dir[2] *= 3;
-
-                               number = DotProduct(dir, dir);
-                               #if SLOWMATH
-                               length = 3.0f / sqrt(number);
-                               #else
-                               *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
-                               length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                               #endif
-
-                               sv->st[0] = speedscale + dir[0] * length;
-                               sv->st[1] = speedscale + dir[1] * length;
-                       }
-                       R_Mesh_Draw(&m);
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
+                       node = node->children[1];
+                       goto loc0;
                }
                else
                {
-                       // flat color
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       m.cr = fogcolor[0];
-                       m.cg = fogcolor[1];
-                       m.cb = fogcolor[2];
-                       m.ca = 1;
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
-                       {
-                               m.vertex = &s->mesh.vertex[0].v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                       }
-                       R_Mesh_Draw(&m);
+                       node = node->children[0];
+                       goto loc0;
                }
-               return false;
        }
-       else if (stage == 1)
+       else if (node->children[1]->contents >= 0)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
+}
+
+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++)
        {
-               if (skyrenderglquake && !r_mergesky.integer)
+               ent = cl_brushmodel_entities[n];
+               model = ent->model;
+               if (model && model->name[0] == '*')
                {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_SRC_ALPHA;
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       m.cr = 1;
-                       m.cg = 1;
-                       m.cb = 1;
-                       m.ca = 1;
-                       m.tex[0] = R_GetTexture(alphaskytexture);
-                       m.texcoords[0] = &svert[0].st[0];
-                       m.texcoordstep[0] = sizeof(surfvert_t);
-                       speedscale = cl.time * (16.0/128.0);
-                       speedscale -= (int)speedscale;
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       Mod_CheckLoaded(model);
+                       if (model->type == mod_brush)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract (sv->v, r_origin, dir);
-                               // flatten the sphere
-                               dir[2] *= 3;
-
-                               number = DotProduct(dir, dir);
-                               #if SLOWMATH
-                               length = 3.0f / sqrt(number);
-                               #else
-                               *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
-                               length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                               #endif
-
-                               sv->st[0] = speedscale + dir[0] * length;
-                               sv->st[1] = speedscale + dir[1] * length;
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
                        }
-                       R_Mesh_Draw(&m);
-                       return false;
                }
-               return true;
        }
-       else
-               return true;
 }
 
-static int RSurf_Light(int *dlightbits, int numverts)
+
+/*
+=============================================================
+
+       BRUSH MODELS
+
+=============================================================
+*/
+
+static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
-       float           f;
-       int                     i, l, lit = false;
-       rdlight_t       *rd;
-       vec3_t          lightorigin;
-       surfvert_t      *sv;
-       for (l = 0;l < r_numdlights;l++)
+       int i;
+       float scale;
+       const qbyte *lm;
+       if (styles[0] != 255)
        {
-               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       rd = &r_dlight[l];
-                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
-                       VectorCopy(rd->origin, lightorigin);
-                       for (i = 0, sv = svert;i < numverts;i++, sv++)
+                       lm = samples + lightmapoffsets[i];
+                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+                       VectorMA(c, scale, lm, c);
+                       if (styles[1] != 255)
                        {
-                               f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
-                               if (f < rd->cullradius2)
+                               lm += size3;
+                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+                               VectorMA(c, scale, lm, c);
+                               if (styles[2] != 255)
                                {
-                                       f = (1.0f / f) - rd->lightsubtract;
-                                       sv->c[0] += rd->light[0] * f;
-                                       sv->c[1] += rd->light[1] * f;
-                                       sv->c[2] += rd->light[2] * f;
-                                       lit = true;
+                                       lm += size3;
+                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+                                       VectorMA(c, scale, lm, c);
+                                       if (styles[3] != 255)
+                                       {
+                                               lm += size3;
+                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                       }
                                }
                        }
                }
        }
-       return lit;
 }
 
-static void RSurfShader_Water_Pass_Base(msurface_t *s)
+static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
 {
-       int                             i;
-       float                   diff[3], alpha, ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value;
-
-       memset(&m, 0, sizeof(m));
-       if (alpha != 1 || s->currenttexture->fogtexture != NULL)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
+       int i;
+       float diff[3], f;
+       if (fogenabled)
        {
-               m.transparent = false;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               if (r_waterripple.value)
-                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-               if (s->flags & SURF_DRAWFULLBRIGHT)
-               {
-                       sv->c[0] = 1;
-                       sv->c[1] = 1;
-                       sv->c[2] = 1;
-                       sv->c[3] = alpha;
-               }
-               else
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
                {
-                       sv->c[0] = 0.5f;
-                       sv->c[1] = 0.5f;
-                       sv->c[2] = 0.5f;
-                       sv->c[3] = alpha;
+                       VectorSubtract(v, modelorg, diff);
+                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                       VectorScale(c, f, c);
                }
-               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
        }
-       if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT))
-               RSurf_Light(s->dlightbits, m.numverts);
+       else if (colorscale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, colorscale, c);
+}
+
+static void RSurf_FoggedColors(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;
        if (fogenabled)
        {
-               for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
                {
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] *= ifog;
-                       sv->c[1] *= ifog;
-                       sv->c[2] *= ifog;
+                       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;
                }
        }
-       R_Mesh_Draw(&m);
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *s)
-{
-       int                             i;
-       float                   diff[3], alpha, ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value;
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       if (fogenabled)
+       else
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] = m.cr * ifog;
-                       sv->c[1] = m.cg * ifog;
-                       sv->c[2] = m.cb * ifog;
-                       sv->c[3] = m.ca;
+                       c[0] = r;
+                       c[1] = g;
+                       c[2] = b;
+                       c[3] = a;
                }
        }
-       else
+}
+
+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)
        {
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-               }
+               VectorSubtract(v, modelorg, diff);
+               f = exp(fogdensity/DotProduct(diff, diff));
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = a * f;
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Water_Pass_Fog(msurface_t *s)
+static void RSurf_ScaleColors(float *c, float scale, int numverts)
 {
-       int                             i;
-       float                   alpha;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       vec3_t                  diff;
-       alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value;
+       int i;
+       if (scale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, scale, c);
+}
 
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               if (r_waterripple.value)
-                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-               if (m.tex[0])
+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)))
                {
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       rd = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       {
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
+                               {
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
+                               }
+                       }
                }
-               VectorSubtract(sv->v, r_origin, diff);
-               sv->c[0] = fogcolor[0];
-               sv->c[1] = fogcolor[1];
-               sv->c[2] = fogcolor[2];
-               sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
        }
-       R_Mesh_Draw(&m);
+       return lit;
 }
 
-static int RSurfShader_Water(int stage, msurface_t *s)
+// 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)
 {
-       switch(stage)
-       {
-       case 0:
-               RSurfShader_Water_Pass_Base(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(s);
-               return false;
-       case 2:
-               if (fogenabled)
+       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)))
                {
-                       RSurfShader_Water_Pass_Fog(s);
-                       return false;
+                       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;
                }
-               else
-                       return true;
-       default:
-               return true;
        }
+       return false;
 }
 
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
 
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (ent->model->ishlbsp)
+               return;
+
+       if (skyrendernow)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
        }
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1))
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       // draw depth-only polys
+       memset(&m, 0, sizeof(m));
+       if (skyrendermasked)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               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
        {
-               m.transparent = false;
+               // fog sky
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = 1;
-       if (lighthalf)
-               m.cr *= 2;
-       if (gl_combine.integer)
-               m.cr *= 4;
-       m.cg = m.cr;
-       m.cb = m.cr;
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.tex[1] = R_GetTexture(s->lightmaptexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoords[1] = &s->mesh.vertex->uv[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       m.texcoordstep[1] = sizeof(surfvertex_t);
-       if (fogenabled)
+       m.depthwrite = true;
+       R_Mesh_State(&m);
+       for (surf = firstsurf;surf;surf = surf->texturechain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
-                       }
-               }
-               else
+               if (surf->visframe == r_framecount)
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               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);
                        }
                }
        }
-       else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-               }
-       }
-       R_Mesh_Draw(&m);
+       qglColorMask(1,1,1,1);
 }
 
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
-       int                             i;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       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));
-       m.transparent = false;
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       if (lighthalf)
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       if (texture->rendertype == SURFRENDER_ADD)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (texture->rendertype == SURFRENDER_ALPHA)
        {
-               m.cr = 2;
-               m.cg = 2;
-               m.cb = 2;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               m.cr = 1;
-               m.cg = 1;
-               m.cb = 1;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
        }
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (softwaretransform_complexity)
+       m.tex[0] = R_GetTexture(texture->texture);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
        {
-               m.vertex = &svert[0].v[0];
-               m.vertexstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       softwaretransform(v->v, sv->v);
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
        }
-       else
+       R_Mesh_State(&m);
+       GL_UseColorArray();
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.vertex = &s->mesh.vertex->v[0];
-               m.vertexstep = sizeof(surfvertex_t);
+               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))
+               {
+                       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);
        }
-       R_Mesh_Draw(&m);
-}
 
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s)
-{
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = false;
-       m.blendfunc1 = GL_ZERO;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = 1;
-       if (lighthalf)
-               m.cr *= 2.0f;
-       m.cg = m.cr;
-       m.cb = m.cr;
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(s->lightmaptexture);
-       m.texcoords[0] = &s->mesh.vertex->uv[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
        if (fogenabled)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               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)
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
-                       }
+                       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);
                }
-               else
+       }
+}
+
+static void RSurfShader_Water(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)
+       {
+               for (surf = firstsurf;surf;surf = surf->texturechain)
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       if (surf->visframe == r_framecount)
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
                        }
                }
        }
        else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-               }
-       }
-       R_Mesh_Draw(&m);
+               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(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
 {
-       int                             i, size3;
-       float                   c[3], base[3], scale, diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       byte                    *lm;
-
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3;
-
-       base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
-
+       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));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       texture = surf->texinfo->texture->currentframe[ent->frame != 0];
+       if (texture->rendertype == SURFRENDER_ADD)
        {
-               m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1))
+       else if (texture->rendertype == SURFRENDER_ALPHA)
        {
-               m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               m.transparent = false;
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               VectorCopy(base, c);
-               if (s->styles[0] != 255)
-               {
-                       lm = s->samples + v->lightmapoffset;
-                       scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f);
-                       VectorMA(c, scale, lm, c);
-                       if (s->styles[1] != 255)
-                       {
-                               lm += size3;
-                               scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f);
-                               VectorMA(c, scale, lm, c);
-                               if (s->styles[2] != 255)
-                               {
-                                       lm += size3;
-                                       scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f);
-                                       VectorMA(c, scale, lm, c);
-                                       if (s->styles[3] != 255)
-                                       {
-                                               lm += size3;
-                                               scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                       }
-                               }
-                       }
-               }
-               sv->c[0] = c[0];
-               sv->c[1] = c[1];
-               sv->c[2] = c[2];
-               sv->c[3] = currentrenderentity->alpha;
+       m.tex[0] = R_GetTexture(texture->texture);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
        }
-       if (s->dlightframe == r_framecount)
-               RSurf_Light(s->dlightbits, m.numverts);
-       if (fogenabled)
+       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)
        {
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               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))
                {
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] *= ifog;
-                       sv->c[1] *= ifog;
-                       sv->c[2] *= ifog;
+                       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);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
+       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));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       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)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               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);
        }
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1))
+}
+
+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)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               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);
        }
-       else
+}
+
+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)
        {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               if (surf->visframe == r_framecount)
+               {
+                       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]));
+                               memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
+               }
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(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_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)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               if (surf->visframe == r_framecount)
                {
-                       softwaretransform(v->v, sv->v);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] = ifog;
-                       sv->c[1] = ifog;
-                       sv->c[2] = ifog;
-                       sv->c[3] = currentrenderentity->alpha;
+                       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);
+                       }
                }
        }
-       else
+}
+
+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)
        {
-               m.cr = m.cg = m.cb = 1;
-               m.ca = currentrenderentity->alpha;
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       softwaretransform(v->v, sv->v);
+               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);
+                       }
+               }
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_Light(msurface_t *s)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1))
-               m.transparent = true;
-       else
-               m.transparent = false;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               sv->c[0] = 0;
-               sv->c[1] = 0;
-               sv->c[2] = 0;
-               sv->c[3] = currentrenderentity->alpha;
-       }
-       if (RSurf_Light(s->dlightbits, m.numverts))
+       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 (fogenabled)
+               if (surf->visframe == r_framecount)
                {
-                       for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+                       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)
                        {
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] *= ifog;
-                               sv->c[1] *= ifog;
-                               sv->c[2] *= ifog;
+                               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);
                        }
                }
-               R_Mesh_Draw(&m);
        }
 }
 
-static void RSurfShader_Wall_Pass_Glow(msurface_t *s)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       float colorscale;
+       rmeshstate_t m;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1))
-               m.transparent = true;
-       else
-               m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       m.tex[0] = R_GetTexture(texture->texture);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               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)
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+                               {
+                                       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);
+                               }
                        }
                }
-               else
+       }
+}
+
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+{
+       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)
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               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);
                        }
                }
        }
-       else
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(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_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 (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
+               if (surf->visframe == r_framecount)
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
+                       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->abc, mesh->numverts * sizeof(float[4]));
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       }
                }
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_Fog(msurface_t *s)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       int                             i;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       vec3_t                  diff;
-
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1))
-               m.transparent = true;
-       else
-               m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (softwaretransform_complexity)
-       {
-               m.vertex = &svert[0].v[0];
-               m.vertexstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
-               }
-       }
-       else
+       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)
        {
-               m.vertex = &s->mesh.vertex->v[0];
-               m.vertexstep = sizeof(surfvertex_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               if (surf->visframe == r_framecount)
                {
-                       VectorSubtract(v->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+                       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);
+                       }
                }
        }
-       R_Mesh_Draw(&m);
 }
 
-static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       switch(stage)
-       {
-       case 0:
-               RSurfShader_Wall_Pass_BaseFullbright(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(s);
-               return false;
-       default:
-               return true;
+       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)
+               {
+                       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);
+                       }
+               }
        }
 }
 
-static int RSurfShader_Wall_Vertex(int stage, msurface_t *s)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
-       switch(stage)
-       {
-       case 0:
-               RSurfShader_Wall_Pass_BaseVertex(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(s);
-               return false;
-       default:
-               return true;
-       }
+       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);
 }
 
-static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s)
+extern cvar_t r_shadows;
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
 {
-       if (r_vertexsurfaces.integer)
+       const msurface_t *surf;
+       vec3_t center;
+       if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               switch(stage)
+               // transparent vertex shaded from lightmap
+               for (surf = firstsurf;surf;surf = surf->texturechain)
                {
-               case 0:
-                       RSurfShader_Wall_Pass_BaseVertex(s);
-                       return false;
-               case 1:
-                       if (s->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(s);
-                       return false;
-               default:
-                       return true;
+                       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);
+                       }
                }
        }
-       else if (r_multitexture.integer)
+       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)
        {
-               if (r_dlightmap.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)
                {
-                       switch(stage)
+                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
+                       else
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseMTex(s);
-                               return false;
-                       case 1:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
+                               if (r_detailtextures.integer)
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
                        }
                }
                else
                {
-                       switch(stage)
-                       {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseMTex(s);
-                               return false;
-                       case 1:
-                               if (s->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(s);
-                               return false;
-                       case 2:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
-                       }
+                       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);
        }
-       else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE))
+}
+
+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};
+
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
+{
+       &Cshader_wall_lightmap,
+       &Cshader_water,
+       &Cshader_sky
+};
+
+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;
+
+       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++)
        {
-               switch(stage)
+               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)
                {
-               case 0:
-                       RSurfShader_Wall_Pass_BaseVertex(s);
-                       return false;
-               case 1:
-                       if (s->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(s);
-                       return false;
-               default:
-                       return true;
+                       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];
                }
        }
-       else
+
+       if (r_dynamic.integer && r_shadows.integer != 3)
+               R_MarkLights(ent);
+
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
-               if (r_dlightmap.integer)
+               if (surfacevisframes[i] == r_framecount)
                {
-                       switch(stage)
+#if !WORLDNODECULLBACKFACES
+                       // mark any backface surfaces as not visible
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseTexture(s);
-                               return false;
-                       case 1:
-                               RSurfShader_Wall_Pass_BaseLightmap(s);
-                               return false;
-                       case 2:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
                        }
-               }
-               else
-               {
-                       switch(stage)
+                       else
+                       {
+                               if ((surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
+                       }
+                       if (surfacevisframes[i] == r_framecount)
+#endif
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseTexture(s);
-                               return false;
-                       case 1:
-                               RSurfShader_Wall_Pass_BaseLightmap(s);
-                               return false;
-                       case 2:
-                               if (s->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(s);
-                               return false;
-                       case 3:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_faces++;
+                               surf->visframe = r_framecount;
+                               if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
+                               {
+                                       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->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
+                                       }
+                               }
                        }
                }
        }
 }
 
-static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
+void R_DrawSurfaces(entity_render_t *ent, int type)
+{
+       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]);
+}
+
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
 {
-       if (stage == 0 && fogenabled)
+       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)
        {
-               RSurfShader_Wall_Pass_Fog(s);
-               return false;
+               for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
+                       VectorCopy(portal->points[i].position, v);
        }
        else
-               return true;
+               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);
 }
 
-/*
-=============================================================
-
-       WORLD MODEL
+static void R_DrawPortals(entity_render_t *ent)
+{
+       int i;
+       mportal_t *portal, *endportal;
+       float temp[3], center[3], f;
 
-=============================================================
-*/
+       if (r_drawportals.integer < 1)
+               return;
 
-static void RSurf_Callback(void *data, void *junk)
-{
-       ((msurface_t *)data)->visframe = r_framecount;
+       for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
+       {
+               if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount)
+               {
+                       if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+                       {
+                               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);
+                       }
+               }
+       }
 }
 
-static void R_SolidWorldNode (void)
+void R_PrepareBrushModel(entity_render_t *ent)
 {
-       if (r_viewleaf->contents != CONTENTS_SOLID)
-       {
-               int portalstack;
-               mportal_t *p, *pstack[8192];
-               msurface_t *surf, **mark, **endmark;
-               mleaf_t *leaf;
-               tinyplane_t plane;
-               // LordHavoc: portal-passage worldnode; follows portals leading
-               // outward from viewleaf, if a portal leads offscreen it is not
-               // followed, in indoor maps this can often cull a great deal of
-               // geometry away when pvs data is not present (useful with pvs as well)
-
-               leaf = r_viewleaf;
-               leaf->worldnodeframe = r_framecount;
-               portalstack = 0;
-       loc0:
-               c_leafs++;
-
-               leaf->visframe = r_framecount;
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surf;
+       model_t *model;
+#if WORLDNODECULLBACKFACES
+       vec3_t modelorg;
+#endif
 
-               if (leaf->nummarksurfaces)
+       // 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++)
+       {
+#if WORLDNODECULLBACKFACES
+               // mark any backface surfaces as not visible
+               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
-                       mark = leaf->firstmarksurface;
-                       endmark = mark + leaf->nummarksurfaces;
-                       if (r_ser.integer)
-                       {
-                               do
-                               {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                               {
-                                                       VectorNegate(surf->plane->normal, plane.normal);
-                                                       plane.dist = -surf->plane->dist;
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                                       }
-                               }
-                               while (mark < endmark);
-                       }
-                       else
+                       if ((surf->flags & SURF_PLANEBACK))
                        {
-                               do
-                               {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       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;
-                                       }
-                               }
-                               while (mark < endmark);
+                               surfacevisframes[i] = r_framecount;
+                               surfacepvsframes[i] = model->pvsframecount;
                        }
                }
-
-               // follow portals into other leafs
-               p = leaf->portals;
-               for (;p;p = p->next)
+               else
                {
-                       if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+                       if (!(surf->flags & SURF_PLANEBACK))
                        {
-                               leaf = p->past;
-                               if (leaf->worldnodeframe != r_framecount)
-                               {
-                                       leaf->worldnodeframe = r_framecount;
-                                       if (leaf->contents != CONTENTS_SOLID)
-                                       {
-                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
-                                               {
-                                                       p->visframe = r_framecount;
-                                                       pstack[portalstack++] = p;
-                                                       goto loc0;
-
-       loc1:
-                                                       p = pstack[--portalstack];
-                                               }
-                                       }
-                               }
+                               surfacevisframes[i] = r_framecount;
+                               surfacepvsframes[i] = model->pvsframecount;
                        }
                }
-
-               if (portalstack)
-                       goto loc1;
+#else
+               surfacevisframes[i] = r_framecount;
+               surfacepvsframes[i] = model->pvsframecount;
+#endif
+               surf->dlightframe = -1;
        }
-       else
-       {
-               mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
-               int nodestackpos = 0;
-               // LordHavoc: recursive descending worldnode; if portals are not
-               // available, this is a good last resort, can cull large amounts of
-               // geometry, but is more time consuming than portal-passage and renders
-               // things behind walls
+       R_PrepareSurfaces(ent);
+}
 
-loc2:
-               if (R_NotCulledBox(node->mins, node->maxs))
-               {
-                       if (node->numsurfaces)
-                       {
-                               if (r_ser.integer)
-                               {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       tinyplane_t plane;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                       {
-                                                               VectorNegate(surf->plane->normal, plane.normal);
-                                                               plane.dist = -surf->plane->dist;
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                               surf->visframe = r_framecount;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               surf->visframe = r_framecount;
-                                               }
-                                       }
-                               }
-                       }
+void R_SurfaceWorldNode (entity_render_t *ent)
+{
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surfaces, *surf;
+       model_t *model;
+       vec3_t modelorg;
 
-                       // recurse down the children
-                       if (node->children[0]->contents >= 0)
+       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++)
+       {
+               if (surfacepvsframes[i] == model->pvsframecount)
+               {
+#if WORLDNODECULLBACKFACES
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                               if (node->children[1]->contents >= 0)
-                               {
-                                       if (nodestackpos < 8192)
-                                               nodestack[nodestackpos++] = node->children[1];
-                                       node = node->children[0];
-                                       goto loc2;
-                               }
-                               else
-                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
-                               node = node->children[0];
-                               goto loc2;
+                               if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                                       surfacevisframes[i] = r_framecount;
                        }
                        else
                        {
-                               ((mleaf_t *)node->children[0])->visframe = r_framecount;
-                               if (node->children[1]->contents >= 0)
-                               {
-                                       node = node->children[1];
-                                       goto loc2;
-                               }
-                               else if (nodestackpos > 0)
-                               {
-                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
-                                       node = nodestack[--nodestackpos];
-                                       goto loc2;
-                               }
+                               if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                                       surfacevisframes[i] = r_framecount;
                        }
-               }
-               else if (nodestackpos > 0)
-               {
-                       node = nodestack[--nodestackpos];
-                       goto loc2;
+#else
+                       if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[i] = r_framecount;
+#endif
                }
        }
 }
 
-static int r_portalframecount = 0;
-
-static void R_PVSWorldNode()
+/*
+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;
-       tinyplane_t plane;
-       byte *worldvis;
-
-       worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
-       leaf = r_viewleaf;
+       // 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++;
-
-       leaf->visframe = r_framecount;
-
        if (leaf->nummarksurfaces)
        {
-               mark = leaf->firstmarksurface;
-               endmark = mark + leaf->nummarksurfaces;
-               if (r_ser.integer)
+               for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
                {
-                       do
+                       surf = *mark++;
+                       // make sure surfaces are only processed once
+                       if (surf->worldnodeframe != r_framecount)
                        {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                       {
-                                               VectorNegate(surf->plane->normal, plane.normal);
-                                               plane.dist = -surf->plane->dist;
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                       }
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                               }
-                       }
-                       while (mark < endmark);
-               }
-               else
-               {
-                       do
-                       {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
                                surf->worldnodeframe = r_framecount;
                                if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                {
@@ -1711,316 +1653,305 @@ loc0:
                                                surf->visframe = r_framecount;
                                }
                        }
-                       while (mark < endmark);
                }
        }
-
        // follow portals into other leafs
        for (p = leaf->portals;p;p = p->next)
        {
-               if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+               leaf = p->past;
+               if (leaf->worldnodeframe != r_framecount)
                {
-                       leaf = p->past;
-                       if (leaf->worldnodeframe != r_framecount)
+                       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))
                        {
-                               leaf->worldnodeframe = r_framecount;
-                               if (leaf->contents != CONTENTS_SOLID)
-                               {
-                                       i = (leaf - cl.worldmodel->leafs) - 1;
-                                       if (worldvis[i>>3] & (1<<(i&7)))
-                                       {
-                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
-                                               {
-                                                       pstack[portalstack++] = p;
-                                                       goto loc0;
-
+                               p->visframe = r_framecount;
+                               pstack[portalstack++] = p;
+                               goto loc0;
 loc1:
-                                                       p = pstack[--portalstack];
-                                               }
-                                       }
-                               }
+                               p = pstack[--portalstack];
                        }
                }
        }
-
        if (portalstack)
                goto loc1;
 }
+*/
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
-
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       &Cshader_wall_vertex,
-       &Cshader_wall_lightmap,
-       &Cshader_wall_fullbright,
-       &Cshader_water,
-       &Cshader_sky
-};
+       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)
+               {
+                       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
+                       }
+               }
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
+               {
+                       // 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))
+                       {
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
+                               {
+                                       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;
+                               }
+                       }
+               }
+       }
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
+}
 
-void R_PrepareSurfaces(void)
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int i;
-       texture_t *t;
+       int i, j, l, c, bits, *surfacepvsframes, *mark;
+       mleaf_t *leaf;
+       qbyte *vis;
        model_t *model;
-       msurface_t *surf;
 
-       for (i = 0;i < Cshader_count;i++)
-               Cshaders[i]->chain = NULL;
-
-       model = currentrenderentity->model;
-
-       for (i = 0;i < model->nummodelsurfaces;i++)
+       model = ent->model;
+       if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer))
        {
-               surf = model->modelsortedsurfaces[i];
-               if (surf->visframe == r_framecount)
+               model->pvsframecount++;
+               model->pvsviewleaf = viewleaf;
+               model->pvsviewleafnovis = r_novis.integer;
+               if (viewleaf)
                {
-                       if (surf->insertframe != r_framecount)
+                       surfacepvsframes = model->surfacepvsframes;
+                       vis = Mod_LeafPVS (viewleaf, model);
+                       for (j = 0;j < model->numleafs;j += 8)
                        {
-                               surf->insertframe = r_framecount;
-                               c_faces++;
-                               // manually inlined R_TextureAnimation
-                               //t = R_TextureAnimation(surf->texinfo->texture);
-                               t = surf->texinfo->texture;
-                               if (t->alternate_anims != NULL && currentrenderentity->frame)
-                                       t = t->alternate_anims;
-                               if (t->anim_total >= 2)
-                                       t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total];
-                               surf->currenttexture = t;
+                               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;
+                                               }
+                                       }
+                               }
                        }
-
-                       surf->chain = surf->shader->chain;
-                       surf->shader->chain = surf;
                }
        }
 }
 
-void R_DrawSurfaces (int type)
+/*
+=============
+R_DrawWorld
+=============
+*/
+void R_DrawWorld (entity_render_t *ent)
 {
-       int                     i, stage;
-       msurface_t      *surf;
-       Cshader_t       *shader;
+       vec3_t modelorg;
+       mleaf_t *viewleaf;
 
-       for (i = 0;i < Cshader_count;i++)
-       {
-               shader = Cshaders[i];
-               if (shader->chain && shader->shaderfunc[type])
-                       for (stage = 0;stage < 1000;stage++)
-                               for (surf = shader->chain;surf;surf = surf->chain)
-                                       if (shader->shaderfunc[type](stage, surf))
-                                               goto done;
-done:;
-       }
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       viewleaf = Mod_PointInLeaf (modelorg, ent->model);
+       R_PVSUpdate(ent, viewleaf);
+
+       if (!viewleaf)
+               return;
+
+       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+               R_SurfaceWorldNode (ent);
+       else
+               R_PortalWorldNode (ent, viewleaf);
+       R_PrepareSurfaces(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
 }
 
-void R_DrawSurfacesAll (void)
+void R_Model_Brush_DrawSky (entity_render_t *ent)
 {
-       R_DrawSurfaces(SHADERSTAGE_SKY);
-       R_DrawSurfaces(SHADERSTAGE_NORMAL);
-       R_DrawSurfaces(SHADERSTAGE_FOG);
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
 }
 
-static float portalpointbuffer[256][3];
+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);
+}
 
-void R_DrawPortals(void)
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
-       int drawportals, i;
-//     mleaf_t *leaf, *endleaf;
-       mportal_t *portal, *endportal;
-       mvertex_t *point/*, *endpoint*/;
-       rmeshinfo_t m;
-       drawportals = r_drawportals.integer;
-       if (drawportals < 1)
-               return;
-       /*
-       leaf = cl.worldmodel->leafs;
-       endleaf = leaf + cl.worldmodel->numleafs;
-       for (;leaf < endleaf;leaf++)
+#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)
        {
-               if (leaf->visframe == r_framecount && leaf->portals)
+               R_Mesh_Matrix(&ent->matrix);
+               for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next)
                {
-                       i = leaf - cl.worldmodel->leafs;
-                       r = (i & 0x0007) << 5;
-                       g = (i & 0x0038) << 2;
-                       b = (i & 0x01C0) >> 1;
-                       portal = leaf->portals;
-                       while (portal)
-                       {
-                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
-                               point = portal->points + portal->numpoints - 1;
-                               endpoint = portal->points;
-                               for (;point >= endpoint;point--)
-                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
-                               transpolyend();
-                               portal = portal->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);
                }
        }
-       */
-       memset(&m, 0, sizeof(m));
-       m.transparent = true;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.vertex = &portalpointbuffer[0][0];
-       m.vertexstep = sizeof(float[3]);
-       m.ca = 0.125;
-       for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
+#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++)
        {
-               if (portal->visframe == r_portalframecount)
+               if (surf->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
                {
-                       if (portal->numpoints <= 256)
+                       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)
                        {
-                               i = portal - cl.worldmodel->portals;
-                               m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
-                               m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
-                               m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
-                               point = portal->points;
-                               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+                               VectorSubtract(relativelightorigin, surf->poly_center, temp);
+                               if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2))
                                {
-                                       for (i = portal->numpoints - 1;i >= 0;i--)
-                                               VectorCopy(point[i].position, portalpointbuffer[i]);
-                               }
-                               else
-                               {
-                                       for (i = 0;i < portal->numpoints;i++)
-                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                                       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);
+                                       }
                                }
-                               R_Mesh_DrawPolygon(&m, portal->numpoints);
                        }
                }
        }
+#endif
 }
 
-void R_SetupForBModelRendering(void)
-{
-       int                     i;
-       msurface_t      *s;
-       model_t         *model;
-       vec3_t          modelorg;
-
-       // because bmodels can be reused, we have to decide which things to render
-       // from scratch every time
-
-       model = currentrenderentity->model;
-
-       softwaretransformforentity (currentrenderentity);
-       softwareuntransform(r_origin, modelorg);
-
-       for (i = 0;i < model->nummodelsurfaces;i++)
-       {
-               s = model->modelsortedsurfaces[i];
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
-                       s->visframe = r_framecount;
-               else
-                       s->visframe = -1;
-               s->worldnodeframe = -1;
-               s->lightframe = -1;
-               s->dlightframe = -1;
-               s->insertframe = -1;
-       }
-}
-
-void R_SetupForWorldRendering(void)
-{
-       // there is only one instance of the world, but it can be rendered in
-       // multiple stages
-
-       currentrenderentity = &cl_entities[0].render;
-       softwaretransformidentity();
-}
-
-static void R_SurfMarkLights (void)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
 {
-       int                     i;
-       msurface_t      *s;
-
-       if (r_dynamic.integer)
-               R_MarkLights();
-
-       if (!r_vertexsurfaces.integer)
+       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++)
        {
-               for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
+               t = ent->model->textures + tnum;
+               if (ent->model->texturesurfacechains[tnum] && t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                {
-                       s = currentrenderentity->model->modelsortedsurfaces[i];
-                       if (s->visframe == r_framecount && s->lightmaptexture != NULL)
+                       t = t->currentframe[ent->frame != 0];
+                       for (surf = ent->model->texturesurfacechains[tnum];surf;surf = surf->texturechain)
                        {
-                               if (s->cached_dlight
-                                || s->cached_ambient != r_ambient.value
-                                || s->cached_lightscalebit != lightscalebit)
-                                       R_BuildLightMap(s, false); // base lighting changed
-                               else if (r_dynamic.integer)
+                               if (surf->visframe == r_framecount)
                                {
-                                       if  (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]))))))))
-                                       //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]]
-                                       // || s->cached_light[1] != d_lightstylevalue[s->styles[1]]
-                                       // || s->cached_light[2] != d_lightstylevalue[s->styles[2]]
-                                       // || s->cached_light[3] != d_lightstylevalue[s->styles[3]])
-                                               R_BuildLightMap(s, false); // base lighting changed
-                                       else if (s->dlightframe == r_framecount && r_dlightmap.integer)
-                                               R_BuildLightMap(s, true); // only dlights
+                                       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);
+                                               }
+                                       }
                                }
                        }
                }
        }
 }
 
-void R_MarkWorldLights(void)
+static void gl_surf_start(void)
 {
-       R_SetupForWorldRendering();
-       R_SurfMarkLights();
 }
 
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+static void gl_surf_shutdown(void)
 {
-       R_SetupForWorldRendering();
-
-       if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
-               R_SolidWorldNode ();
-       else
-               R_PVSWorldNode ();
 }
 
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (void)
+static void gl_surf_newmap(void)
 {
-       R_SetupForBModelRendering();
-
-       R_PrepareSurfaces();
-       R_DrawSurfaces(SHADERSTAGE_SKY);
 }
 
-void R_DrawBrushModelNormal (void)
+void GL_Surf_Init(void)
 {
-       c_bmodels++;
-
-       // have to flush queue because of possible lightmap reuse
-       R_Mesh_Render();
-
-       R_SetupForBModelRendering();
-
-       R_SurfMarkLights();
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
 
-       R_PrepareSurfaces();
+       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);
 
-       if (!skyrendermasked)
-               R_DrawSurfaces(SHADERSTAGE_SKY);
-       R_DrawSurfaces(SHADERSTAGE_NORMAL);
-       R_DrawSurfaces(SHADERSTAGE_FOG);
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }
+