]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fixed animated textures in realtime lighting mode (now calls R_UpdateTextureInfo)
[xonotic/darkplaces.git] / gl_rsurf.c
index ffd263ddb35abe3106ff406094b2e4e2cf810bbf..5adf08f65e93fb777dae23b69ee9e9835d94ffd0 100644 (file)
@@ -782,33 +782,37 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
        rmeshstate_t m;
-       float alpha;
+       float currentalpha;
        float modelorg[3];
        texture_t *texture;
        float args[4] = {0.05f,0,0,0.04f};
+       int rendertype;
 
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
        texture = surf->texinfo->texture->currentframe;
-       alpha = texture->currentalpha;
-       if (texture->rendertype == SURFRENDER_ADD)
+       currentalpha = texture->currentalpha;
+       if (ent->effects & EF_ADDITIVE)
        {
+               rendertype = SURFRENDER_ADD;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
        }
-       else if (texture->rendertype == SURFRENDER_ALPHA)
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
        {
+               rendertype = SURFRENDER_ALPHA;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_DepthMask(false);
        }
        else
        {
+               rendertype = SURFRENDER_OPAQUE;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
        GL_DepthTest(true);
-       GL_Color(1, 1, 1, alpha);
+       GL_Color(1, 1, 1, currentalpha);
        memset(&m, 0, sizeof(m));
        m.pointer_vertex = surf->mesh.data_vertex3f;
        if (gl_textureshader && r_watershader.value && !fogenabled)
@@ -841,12 +845,8 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
        else
        {
-               if (fogenabled)
-               {
-                       R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
-                       RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
-                       m.pointer_color = varray_color4f;
-               }
+               RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               m.pointer_color = varray_color4f;
                m.tex[0] = R_GetTexture(texture->skin.base);
                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
                if (r_waterscroll.value)
@@ -855,16 +855,14 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                        Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
                }
                R_Mesh_State(&m);
-
                GL_LockArrays(0, surf->mesh.num_vertices);
                R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                GL_LockArrays(0, 0);
-
-               if (fogenabled && texture->rendertype != SURFRENDER_ADD)
+               if (fogenabled && rendertype != SURFRENDER_ADD)
                {
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                        GL_DepthMask(false);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
                        m.tex[0] = R_GetTexture(texture->skin.fog);
                        R_Mesh_State(&m);
                        GL_LockArrays(0, surf->mesh.num_vertices);
@@ -874,120 +872,103 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
 }
 
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       msurface_t **chain;
-       vec3_t center;
-       if (texture->rendertype != SURFRENDER_OPAQUE)
-       {
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
-               {
-                       if (surf->visframe == r_framecount)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
-                       }
-               }
-       }
-       else
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                       if (surf->visframe == r_framecount)
-                               RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
-}
-
-static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+       int rendertype;
+       float currentalpha;
+       texture_t *texture;
        float base, colorscale;
        rmeshstate_t m;
-       float modelorg[3];
+       vec3_t modelorg;
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       memset(&m, 0, sizeof(m));
-       if (rendertype == SURFRENDER_ADD)
+       R_Mesh_Matrix(&ent->matrix);
+
+       texture = surf->texinfo->texture;
+       if (texture->animated)
+               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+       currentalpha = ent->alpha;
+       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       GL_DepthTest(true);
+       if (ent->effects & EF_ADDITIVE)
        {
+               rendertype = SURFRENDER_ADD;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
        }
-       else if (rendertype == SURFRENDER_ALPHA)
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
        {
+               rendertype = SURFRENDER_ALPHA;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_DepthMask(false);
        }
        else
        {
+               rendertype = SURFRENDER_OPAQUE;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = 1;
-       if (gl_combine.integer)
+
        {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(texture->skin.base);
+               colorscale = 1;
+               if (gl_combine.integer)
+               {
+                       m.texrgbscale[0] = 4;
+                       colorscale *= 0.25f;
+               }
+               m.pointer_color = varray_color4f;
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               R_Mesh_State(&m);
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+               if (!(ent->effects & EF_FULLBRIGHT))
+               {
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+                       if (surf->flags & SURF_LIGHTMAP)
+                               RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+               }
+               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
        }
-       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       GL_DepthTest(true);
-
-       m.pointer_color = varray_color4f;
-       m.pointer_vertex = surf->mesh.data_vertex3f;
-       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-       R_Mesh_State(&m);
-       R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
-       if (!(ent->effects & EF_FULLBRIGHT))
+       if (texture->skin.glow)
        {
-               if (surf->dlightframe == r_framecount)
-                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
-               if (surf->flags & SURF_LIGHTMAP)
-                       RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+               memset(&m, 0, sizeof(m));
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.pointer_color = varray_color4f;
+               m.tex[0] = R_GetTexture(texture->skin.glow);
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               if (m.tex[0])
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               R_Mesh_State(&m);
+               RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
+       }
+       if (fogenabled && rendertype != SURFRENDER_ADD)
+       {
+               memset(&m, 0, sizeof(m));
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.pointer_color = varray_color4f;
+               m.tex[0] = R_GetTexture(texture->skin.fog);
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               if (m.tex[0])
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               R_Mesh_State(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
        }
-       RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
-       GL_LockArrays(0, surf->mesh.num_vertices);
-       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
-       rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.pointer_color = varray_color4f;
-       m.tex[0] = R_GetTexture(texture->skin.glow);
-
-       m.pointer_vertex = surf->mesh.data_vertex3f;
-       if (m.tex[0])
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-       R_Mesh_State(&m);
-       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
-       GL_LockArrays(0, surf->mesh.num_vertices);
-       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
-       rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.pointer_color = varray_color4f;
-       m.tex[0] = R_GetTexture(texture->skin.fog);
-
-       m.pointer_vertex = surf->mesh.data_vertex3f;
-       if (m.tex[0])
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-       R_Mesh_State(&m);
-       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
-       GL_LockArrays(0, surf->mesh.num_vertices);
-       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-       GL_LockArrays(0, 0);
 }
 
 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
@@ -1290,130 +1271,97 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *
        }
 }
 
-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       int rendertype;
-       float currentalpha;
-       texture_t *texture;
-       R_Mesh_Matrix(&ent->matrix);
-
-       texture = surf->texinfo->texture;
-       if (texture->animated)
-               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
-       currentalpha = ent->alpha;
-       if (ent->effects & EF_ADDITIVE)
-               rendertype = SURFRENDER_ADD;
-       else if (currentalpha < 1 || texture->skin.fog != NULL)
-               rendertype = SURFRENDER_ALPHA;
-       else
-               rendertype = SURFRENDER_OPAQUE;
-
-       RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
-       if (texture->skin.glow)
-               RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
-       if (fogenabled)
-               RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        msurface_t **chain;
        vec3_t center;
-       if (texture->rendertype != SURFRENDER_OPAQUE)
+       if (texture->flags & SURF_LIGHTMAP)
        {
-               // transparent vertex shaded from lightmap
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+               if (gl_lightmaps.integer)
                {
-                       if (surf->visframe == r_framecount)
+                       RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               }
+               else if (texture->rendertype != SURFRENDER_OPAQUE)
+               {
+                       // transparent vertex shaded from lightmap
+                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
                        {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+                               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->brushq1.surfaces);
+                               }
                        }
                }
-       }
-       else if (ent->effects & EF_FULLBRIGHT)
-       {
-               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-               if (r_detailtextures.integer)
-                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-               if (texture->skin.glow)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-       }
-       /*
-       // opaque base lighting
-       else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
-       {
-               if (r_ambient.value > 0)
+               else if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer)
+               {
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                       if (r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+                       if (texture->skin.glow)
+                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               }
+               else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer)
+               {
+                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               }
+               else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+               {
+                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+                       if (texture->skin.glow)
+                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               }
+               else if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
+                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+                       if (r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+                       if (texture->skin.glow)
+                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
                }
                else
-                       RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-       }
-       */
-       // opaque lightmapped
-       else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
-       {
-               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-       }
-       else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
-       {
-               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
-               if (texture->skin.glow)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-       }
-       else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
-       {
-               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
-               if (r_detailtextures.integer)
-                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-               if (texture->skin.glow)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-       }
-       else if (!gl_lightmaps.integer)
-       {
-               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-               RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
-               if (r_detailtextures.integer)
-                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-               if (texture->skin.glow)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               {
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+                       if (r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+                       if (texture->skin.glow)
+                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               }
        }
-       else
+       else if (texture->flags & SURF_DRAWTURB)
        {
-               RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+               {
+                       if (surf->visframe == r_framecount)
+                       {
+                               if (texture->rendertype == SURFRENDER_OPAQUE)
+                                       RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
+                               else
+                               {
+                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                       R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+                               }
+                       }
+               }
        }
+       else if (texture->flags & SURF_DRAWSKY)
+               RSurfShader_Sky(ent, texture, surfchain);
 }
 
-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
-};
-
 void R_UpdateTextureInfo(entity_render_t *ent)
 {
        int i, texframe, alttextures;
@@ -1511,16 +1459,20 @@ void R_PrepareSurfaces(entity_render_t *ent)
        }
 }
 
-void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
 {
-       int i;
+       int i, f;
        texture_t *t;
-       if (ent->model == NULL)
+       model_t *model = ent->model;
+       if (model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
-       for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
-               if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
-                       t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+       for (i = 0, t = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++)
+       {
+               f = t->flags & flagsmask;
+               if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL)
+                       R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]);
+       }
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1807,8 +1759,8 @@ void R_DrawWorld(entity_render_t *ent)
        else
        {
                R_PrepareSurfaces(ent);
-               R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
-               R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+               R_DrawSurfaces(ent, SURF_DRAWSKY);
+               R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
                if (r_drawportals.integer)
                        R_DrawPortals(ent);
        }
@@ -1820,7 +1772,7 @@ void R_Model_Brush_DrawSky(entity_render_t *ent)
                return;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+       R_DrawSurfaces(ent, SURF_DRAWSKY);
 }
 
 void R_Model_Brush_Draw(entity_render_t *ent)
@@ -1830,7 +1782,7 @@ 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, ent->model->brushq1.pvstexturechains);
+       R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
 }
 
 void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
@@ -1887,7 +1839,7 @@ void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin
                                if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                {
                                        surface = model->brushq1.surfaces + surfaceindex;
-                                       if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs))
+                                       if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
                                        {
                                                for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
                                                {
@@ -1949,7 +1901,7 @@ void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
                                        shadowmarklist[numshadowmark++] = t;
                        }
                }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
 }
 
@@ -1970,19 +1922,22 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                lightmaxs[2] = relativelightorigin[2] + lightradius;
                R_Mesh_Matrix(&ent->matrix);
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               R_UpdateTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
                        if (r_shadow_compilingrtlight)
                        {
                                // if compiling an rtlight, capture the mesh
-                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               t = surface->texinfo->texture;
+                               if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        }
                        else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
                        {
                                t = surface->texinfo->texture->currentframe;
-                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
-                                               R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                }
        }
@@ -2334,11 +2289,8 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
 {
        if (!face->num_triangles)
                return;
-       if (face->texture->surfaceparms)
-       {
-               if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
-                       return;
-       }
+       if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+               return;
        c_faces++;
        if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
        {
@@ -2564,7 +2516,7 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                                surfaceindex = surface - model->brushq3.data_faces;
                                if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                {
-                                       if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                                       if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
                                        {
                                                for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                                {
@@ -2630,7 +2582,7 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                                }
                        }
                }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
 }