]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fixed bmodel realtime lighting/shadowing render crashes (and bogus shadows from them)
[xonotic/darkplaces.git] / gl_rsurf.c
index 253444eafc3a0181b31e81349859c2b83e762a5f..bdff5312f9044664350a0f26b75b9220119c1b93 100644 (file)
@@ -39,6 +39,24 @@ cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygo
 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
 
+/*
+// FIXME: these arrays are huge!
+int r_q1bsp_maxmarkleafs;
+int r_q1bsp_nummarkleafs;
+mleaf_t *r_q1bsp_maxleaflist[65536];
+int r_q1bsp_maxmarksurfaces;
+int r_q1bsp_nummarksurfaces;
+msurface_t *r_q1bsp_maxsurfacelist[65536];
+
+// FIXME: these arrays are huge!
+int r_q3bsp_maxmarkleafs;
+int r_q3bsp_nummarkleafs;
+q3mleaf_t *r_q3bsp_maxleaflist[65536];
+int r_q3bsp_maxmarksurfaces;
+int r_q3bsp_nummarksurfaces;
+q3mface_t *r_q3bsp_maxsurfacelist[65536];
+*/
+
 static int dlightdivtable[32768];
 
 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
@@ -46,6 +64,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
        int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
        unsigned int *bl;
        float dist, impact[3], local[3];
+       dlight_t *light;
 
        lit = false;
 
@@ -53,17 +72,17 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
        tmax = (surf->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
-       for (lnum = 0; lnum < r_numdlights; lnum++)
+       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               Matrix4x4_Transform(matrix, light->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;
+               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
@@ -98,10 +117,10 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
                maxdist3 = maxdist - dist2;
 
                // convert to 8.8 blocklights format
-               red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
-               green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
-               blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
-               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+               green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+               blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+               subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
                bl = intblocklights;
 
                i = impactt;
@@ -139,6 +158,7 @@ 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;
+       dlight_t *light;
 
        lit = false;
 
@@ -146,17 +166,17 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
        tmax = (surf->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
-       for (lnum = 0; lnum < r_numdlights; lnum++)
+       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               Matrix4x4_Transform(matrix, light->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;
+               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
@@ -191,10 +211,10 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, 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 = r_dlight[lnum].subtract * 32768.0f;
+               red = light->rtlight.lightmap_light[0];
+               green = light->rtlight.lightmap_light[1];
+               blue = light->rtlight.lightmap_light[2];
+               subtract = light->rtlight.lightmap_subtract * 32768.0f;
                bl = floatblocklights;
 
                td1 = impactt;
@@ -684,21 +704,21 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        const float *v;
        float *c;
        int i, l, lit = false;
-       const rdlight_t *rd;
+       const dlight_t *light;
        vec3_t lightorigin;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
-                       rd = &r_dlight[l];
-                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       light = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, light->origin, lightorigin);
                        for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
                        {
                                f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
-                               if (f < rd->cullradius2)
+                               if (f < light->rtlight.lightmap_cullradius2)
                                {
-                                       f = ((1.0f / f) - rd->subtract) * scale;
-                                       VectorMA(c, f, rd->light, c);
+                                       f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+                                       VectorMA(c, f, light->rtlight.lightmap_light, c);
                                        lit = true;
                                }
                        }
@@ -1654,7 +1674,7 @@ void R_SurfaceWorldNode (entity_render_t *ent)
 
 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int c, leafstackpos, *mark, *surfacevisframes, bitnum;
+       int c, leafstackpos, *mark, *surfacevisframes;
 #if WORLDNODECULLBACKFACES
        int n;
        msurface_t *surf;
@@ -1718,8 +1738,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
                                {
                                        leaf->worldnodeframe = r_framecount;
                                        // FIXME: R_CullBox is absolute, should be done relative
-                                       bitnum = (leaf - ent->model->brushq1.leafs) - 1;
-                                       if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
+                                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                                leafstack[leafstackpos++] = leaf;
                                }
                        }
@@ -1744,11 +1763,10 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
                if (viewleaf)
                {
                        surfacepvsframes = model->brushq1.surfacepvsframes;
-                       for (j = 0;j < model->brushq1.visleafs;j++)
+                       for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
                        {
-                               if (r_pvsbits[j >> 3] & (1 << (j & 7)))
+                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
                                {
-                                       leaf = model->brushq1.leafs + j + 1;
                                        leaf->pvsframe = model->brushq1.pvsframecount;
                                        leaf->pvschain = model->brushq1.pvsleafchain;
                                        model->brushq1.pvsleafchain = leaf;
@@ -1784,7 +1802,7 @@ void R_DrawWorld(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (!ent->model->brushq1.numleafs)
+       if (!ent->model->brushq1.num_leafs)
        {
                if (ent->model->DrawSky)
                        ent->model->DrawSky(ent);
@@ -1822,6 +1840,7 @@ void R_Model_Brush_Draw(entity_render_t *ent)
 
 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
+#if 0
        int i;
        msurface_t *surf;
        float projectdistance, f, temp[3], lightradius2;
@@ -1830,7 +1849,8 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
        R_Mesh_Matrix(&ent->matrix);
        lightradius2 = lightradius * lightradius;
        R_UpdateTextureInfo(ent);
-       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
        for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
        {
                if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
@@ -1845,18 +1865,114 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
                                temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
                                temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
                                if (DotProduct(temp, temp) < lightradius2)
-                                       R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+                       }
+               }
+       }
+#else
+       int t, leafnum, marksurfnum, trianglenum;
+       const int *e;
+       msurface_t *surf;
+       mleaf_t *leaf;
+       const qbyte *pvs;
+       float projectdistance;
+       const float *v[3];
+       vec3_t lightmins, lightmaxs;
+       if (ent->model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       R_UpdateTextureInfo(ent);
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       lightmins[0] = relativelightorigin[0] - lightradius;
+       lightmins[1] = relativelightorigin[1] - lightradius;
+       lightmins[2] = relativelightorigin[2] - lightradius;
+       lightmaxs[0] = relativelightorigin[0] + lightradius;
+       lightmaxs[1] = relativelightorigin[1] + lightradius;
+       lightmaxs[2] = relativelightorigin[2] + lightradius;
+       /*
+       R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+       maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
+       ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
+       for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
+       {
+               surf = marksurface[marksurfacenum];
+               if (surf->shadowmark != shadowmarkcount)
+               {
+                       surf->shadowmark = shadowmarkcount;
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                       {
+                               for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                               {
+                                       v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                       v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                       v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               shadowmarklist[numshadowmark++] = t;
+                               }
+                       }
+               }
+       }
+       */
+       R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+       if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+       {
+               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+               // FIXME: use BSP recursion in q1bsp as dlights are often small
+               for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                       {
+                               for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+                               {
+                                       surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+                                       if (surf->shadowmark != shadowmarkcount)
+                                       {
+                                               surf->shadowmark = shadowmarkcount;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                                               {
+                                                       for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                                                       {
+                                                               v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                                       shadowmarklist[numshadowmark++] = t;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+       else
+       {
+               for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                       {
+                               for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                               {
+                                       v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                       v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                       v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               shadowmarklist[numshadowmark++] = t;
+                               }
                        }
                }
        }
+       R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+#endif
 }
 
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       int surfnum;
+       int leafnum, marksurfnum;
        msurface_t *surf;
+       mleaf_t *leaf;
+       const qbyte *pvs;
        texture_t *t;
-       float f, lightmins[3], lightmaxs[3];
+       float lightmins[3], lightmaxs[3];
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1867,20 +1983,45 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        lightmaxs[1] = relativelightorigin[1] + lightradius;
        lightmaxs[2] = relativelightorigin[2] + lightradius;
        R_UpdateTextureInfo(ent);
-       for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+       shadowmarkcount++;
+       if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
        {
-               if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+               for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
                {
-                       f = PlaneDiff(relativelightorigin, surf->plane);
-                       if (surf->flags & SURF_PLANEBACK)
-                               f = -f;
-                       if (f >= -0.1 && f < lightradius)
+                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                       {
+                               for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+                               {
+                                       surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+                                       if (surf->shadowmark != shadowmarkcount)
+                                       {
+                                               surf->shadowmark = shadowmarkcount;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
+                                               {
+                                                       t = surf->texinfo->texture->currentframe;
+                                                       if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                                                       {
+                                                               R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                                               R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+       else
+       {
+               for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
                        {
                                t = surf->texinfo->texture->currentframe;
                                if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                                {
-                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
-                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
                                }
                        }
                }
@@ -2263,7 +2404,7 @@ void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec
                node = node->children[1];
        }
        leaf = (q3mleaf_t *)node;
-       if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
+       if (CHECKPVSBIT(pvs, leaf->clusterindex))
        {
                c_leafs++;
                for (i = 0;i < leaf->numleaffaces;i++)
@@ -2281,7 +2422,7 @@ void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
        q3mleaf_t *leaf;
        for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
        {
-               if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
+               if (CHECKPVSBIT(pvs, leaf->clusterindex))
                {
                        c_leafs++;
                        for (i = 0;i < leaf->numleaffaces;i++)
@@ -2304,7 +2445,7 @@ void R_Q3BSP_DrawSky(entity_render_t *ent)
        if (r_drawcollisionbrushes.integer < 2)
        {
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
                {
                        if (r_q3bsp_framecount != r_framecount)
                        {
@@ -2335,7 +2476,7 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        if (r_drawcollisionbrushes.integer < 2)
        {
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
                {
                        if (r_q3bsp_framecount != r_framecount)
                        {
@@ -2369,12 +2510,13 @@ void R_Q3BSP_Draw(entity_render_t *ent)
 
 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
+#if 0
        int i;
        q3mface_t *face;
        vec3_t modelorg, lightmins, lightmaxs;
        model_t *model;
        float projectdistance;
-       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
        if (r_drawcollisionbrushes.integer < 2)
        {
                model = ent->model;
@@ -2386,27 +2528,100 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                lightmaxs[0] = relativelightorigin[0] + lightradius;
                lightmaxs[1] = relativelightorigin[1] + lightradius;
                lightmaxs[2] = relativelightorigin[2] + lightradius;
-               //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
                //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
                //else
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                                if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+       }
+#else
+       int j, t, leafnum, marksurfnum;
+       const int *e;
+       const qbyte *pvs;
+       const float *v[3];
+       q3mface_t *face;
+       q3mleaf_t *leaf;
+       vec3_t modelorg, lightmins, lightmaxs;
+       model_t *model;
+       float projectdistance;
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               model = ent->model;
+               R_Mesh_Matrix(&ent->matrix);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               lightmins[0] = relativelightorigin[0] - lightradius;
+               lightmins[1] = relativelightorigin[1] - lightradius;
+               lightmins[2] = relativelightorigin[2] - lightradius;
+               lightmaxs[0] = relativelightorigin[0] + lightradius;
+               lightmaxs[1] = relativelightorigin[1] + lightradius;
+               lightmaxs[2] = relativelightorigin[2] + lightradius;
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+               {       
+                       for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                               {
+                                       for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+                                       {
+                                               face = leaf->firstleafface[marksurfnum];
+                                               if (face->shadowmark != shadowmarkcount)
+                                               {
+                                                       face->shadowmark = shadowmarkcount;
+                                                       if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                                                       {
+                                                               for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                                               {
+                                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                                               shadowmarklist[numshadowmark++] = t;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                               {
+                                       for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                       {
+                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       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, projectdistance, numshadowmark, shadowmarklist);
        }
+#endif
 }
 
-void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
        if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
                return;
-       R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
-       R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+       R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+       R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
 }
 
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       int i;
+       int leafnum, marksurfnum;
+       const qbyte *pvs;
        q3mface_t *face;
+       q3mleaf_t *leaf;
        vec3_t modelorg, lightmins, lightmaxs;
        model_t *model;
        //qbyte *pvs;
@@ -2422,12 +2637,33 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                lightmaxs[0] = relativelightorigin[0] + lightradius;
                lightmaxs[1] = relativelightorigin[1] + lightradius;
                lightmaxs[2] = relativelightorigin[2] + lightradius;
-               //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
-               //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
-               //else
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+
+               if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+               {       
+                       pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+                       for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                               {
+                                       for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+                                       {
+                                               face = leaf->firstleafface[marksurfnum];
+                                               if (face->shadowmark != shadowmarkcount)
+                                               {
+                                                       face->shadowmark = shadowmarkcount;
+                                                       if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
+                                                               R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
+                                       R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+               }
        }
 }