]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
yet another rewrite of the dlight engine, this time FAST
[xonotic/darkplaces.git] / gl_rsurf.c
index 55ab1875b8b1e9657dc8672aae3dc3e6283dfb92..d07668f3435679e4bea5ead1abc5a2e0ca0a36a3 100644 (file)
@@ -32,7 +32,7 @@ signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
 #define        BLOCK_HEIGHT    128
 // LordHavoc: increased lightmap limit from 64 to 1024
 #define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*3)
+#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
 
 int                    active_lightmaps;
 
@@ -46,6 +46,9 @@ cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
 cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
 cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
 cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
+cvar_t r_ambient = {"r_ambient", "0"};
+cvar_t gl_vertex = {"gl_vertex", "0"};
+//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
 
 qboolean lightmaprgba, nosubimagefragments, nosubimage;
 int lightmapbytes;
@@ -53,6 +56,8 @@ int lightmapbytes;
 qboolean skyisvisible;
 extern qboolean gl_arrays;
 
+extern int r_dlightframecount;
+
 void glrsurf_init()
 {
        int i;
@@ -62,112 +67,19 @@ void glrsurf_init()
        Cvar_RegisterVariable(&gl_lightmaprgba);
        Cvar_RegisterVariable(&gl_nosubimagefragments);
        Cvar_RegisterVariable(&gl_nosubimage);
+       Cvar_RegisterVariable(&r_ambient);
+//     Cvar_RegisterVariable(&gl_funnywalls);
+       Cvar_RegisterVariable(&gl_vertex);
        // check if it's the glquake minigl driver
        if (strncasecmp(gl_vendor,"3Dfx",4)==0)
        if (!gl_arrays)
        {
-               Cvar_SetValue("gl_nosubimagefragments", 1);
+//             Cvar_SetValue("gl_nosubimagefragments", 1);
 //             Cvar_SetValue("gl_nosubimage", 1);
                Cvar_SetValue("gl_lightmode", 0);
        }
 }
 
-int dlightdivtable[8192];
-int dlightdivtableinitialized = 0;
-
-/*
-===============
-R_AddDynamicLights
-===============
-*/
-void R_AddDynamicLights (msurface_t *surf)
-{
-       int                     sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j;
-       unsigned        *bl;
-       float           dist, f;
-       vec3_t          impact, local;
-       // use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64         k; // MSVC
-#else
-       long long       k; // GCC
-#endif
-
-       if (!dlightdivtableinitialized)
-       {
-               dlightdivtable[0] = 1048576 >> 7;
-               for (s = 1;s < 8192;s++)
-                       dlightdivtable[s] = 1048576 / (s << 7);
-               dlightdivtableinitialized = 1;
-       }
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-
-       for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
-       {
-               if ( !(surf->dlightbits[lnum >> 5] & (1<<(lnum&31)) ) )
-                       continue;               // not lit by this light
-
-               VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-               for (i=0 ; i<3 ; i++)
-                       impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist;
-
-               f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               i = f;
-
-               // reduce calculations
-               t = dist*dist;
-               for (s = 0;s < smax;s++, i -= 16)
-                       sdtable[s] = i*i + t;
-
-               f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-               i = f;
-
-               maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light
-               // clamp radius to avoid exceeding 8192 entry division table
-               if (maxdist > 1048576)
-                       maxdist = 1048576;
-               maxdist3 = maxdist - (int) (dist*dist);
-               // convert to 8.8 blocklights format
-               if (!cl_dlights[lnum].dark)
-               {
-                       f = cl_dlights[lnum].color[0] * maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * maxdist;blue = f;
-               }
-               else // negate for darklight
-               {
-                       f = cl_dlights[lnum].color[0] * -maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * -maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * -maxdist;blue = f;
-               }
-               bl = blocklights;
-               for (t = 0;t < tmax;t++,i -= 16)
-               {
-                       td = i*i;
-                       if (td < maxdist3) // make sure some part of it is visible on this line
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               j = dlightdivtable[(sdtable[s]+td) >> 7];
-                                               k = (red   * j) >> 8;bl[0] += k;
-                                               k = (green * j) >> 8;bl[1] += k;
-                                               k = (blue  * j) >> 8;bl[2] += k;
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else
-                               bl+=smax*3; // skip line
-               }
-       }
-}
-
 extern qboolean lighthalf;
 /*
 ===============
@@ -186,8 +98,8 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
        int                     maps;
        int                     *bl;
 
-       surf->cached_dlight = (surf->dlightframe == r_framecount);
        surf->cached_lighthalf = lighthalf;
+       surf->cached_ambient = r_ambient.value;
 
        smax = (surf->extents[0]>>4)+1;
        tmax = (surf->extents[1]>>4)+1;
@@ -209,11 +121,12 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
        {
 // clear to no light
                bl = blocklights;
+               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
                for (i=0 ; i<size ; i++)
                {
-                       *bl++ = 0;
-                       *bl++ = 0;
-                       *bl++ = 0;
+                       *bl++ = j;
+                       *bl++ = j;
+                       *bl++ = j;
                }
 
 // add all the lightmaps
@@ -230,10 +143,6 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
                                        *bl++ += *lightmap++ * scale;
                                }
                        }
-
-// add all the dynamic lights
-               if (surf->dlightframe == r_framecount)
-                       R_AddDynamicLights (surf);
        }
        stride -= (smax*lightmapbytes);
        bl = blocklights;
@@ -398,7 +307,6 @@ extern char skyname[];
 
 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
 //extern cvar_t r_dynamicwater;
-extern int r_dlightframecount;
 float  turbsin[256] =
 {
        #include "gl_warp_sin.h"
@@ -419,7 +327,7 @@ void UploadLightmaps()
                                if (nosubimage)
                                {
                                        if (lightmaprgba)
-                                               glTexImage2D(GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+                                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
                                        else
                                                glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
                                }
@@ -437,313 +345,430 @@ void UploadLightmaps()
        }
 }
 
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-void DrawTextureChains (void)
+void R_SkySurf(msurface_t *s, qboolean transform)
 {
-       int             i, j, maps;
-       msurface_t      *s;
-       texture_t       *t;
-       glpoly_t        *p;
-       float           *v;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
-       // first the sky
-       skypolyclear();
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+       glpoly_t *p;
+       int i;
+       float *v;
+       for (p=s->polys ; p ; p=p->next)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWSKY)
+               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
                {
-                       cl.worldmodel->textures[j]->texturechain = NULL;
-                       t = R_TextureAnimation (cl.worldmodel->textures[j]);
-                       skyisvisible = true;
-                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                       skypoly[currentskypoly].firstvert = currentskyvert;
+                       skypoly[currentskypoly++].verts = p->numverts;
+                       if (transform)
                        {
-                               for (;s;s = s->texturechain)
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                {
-                                       for (p=s->polys ; p ; p=p->next)
-                                       {
-                                               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
-                                               {
-                                                       skypoly[currentskypoly].firstvert = currentskyvert;
-                                                       skypoly[currentskypoly++].verts = p->numverts;
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               skyvert[currentskyvert].v[0] = v[0];
-                                                               skyvert[currentskyvert].v[1] = v[1];
-                                                               skyvert[currentskyvert++].v[2] = v[2];
-                                                       }
-                                               }
-                                       }
+                                       softwaretransform(v, skyvert[currentskyvert].v);
+                                       currentskyvert++;
                                }
                        }
-               }
-       }
-       skypolyrender(); // fogged sky polys, affects depth
-
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
-
-       // then walls
-       wallpolyclear();
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
-       {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               if (!(s->flags & SURF_DRAWTURB))
-               {
-                       cl.worldmodel->textures[j]->texturechain = NULL;
-                       t = R_TextureAnimation (cl.worldmodel->textures[j]);
-                       c_brush_polys++;
-                       for (;s;s = s->texturechain)
+                       else
                        {
-                               if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                {
-                                       // check for lightmap modification
-                                       if (r_dynamic.value)
-                                       {
-                                               if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                               else
-                                                       for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                               if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                               {
-                                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                                       break;
-                                                               }
-                                       }
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0,v = s->polys->verts[0];i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               wallvert[currentwallvert].vert[0] = v[0];
-                                               wallvert[currentwallvert].vert[1] = v[1];
-                                               wallvert[currentwallvert].vert[2] = v[2];
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
-                                       }
+                                       skyvert[currentskyvert].v[0] = v[0];
+                                       skyvert[currentskyvert].v[1] = v[1];
+                                       skyvert[currentskyvert++].v[2] = v[2];
                                }
                        }
                }
        }
-       UploadLightmaps();
-       wallpolyrender();
+}
 
-       // then water (water gets diverted to transpoly list)
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+{
+       int             i, a, b;
+       unsigned int c;
+       float   cr, cg, cb, radius, radius2, f;
+       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+       glpoly_t *p;
+       float   wvert[64*6], *wv, *v, *lightorigin;
+       dlight_t *light;
+       wv = wvert;
+       for (p = s->polys;p;p = p->next)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               cl.worldmodel->textures[j]->texturechain = NULL;
-               t = R_TextureAnimation (cl.worldmodel->textures[j]);
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWTURB)
+               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                {
-                       int light, alpha, r = 0, g = 0, b = 0;
-                       vec3_t nv, shadecolor;
-                       alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       light = false;
-                       if (s->flags & SURF_DRAWFULLBRIGHT)
-                               r = g = b = lighthalf ? 128 : 255;
-                       else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-                               light = true;
+                       if (transform)
+                               softwaretransform(v, wv);
                        else
-                               r = g = b = lighthalf ? 64 : 128;
+                               VectorCopy(v, wv);
                        if (r_waterripple.value)
+                               wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+                       wv[3] = wv[4] = wv[5] = 128.0f;
+                       wv += 6;
+               }
+       }
+       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+       {
+               for (a = 0;a < 8;a++)
+               {
+                       if (c = s->dlightbits[a])
                        {
-                               if (lighthalf)
+                               for (b = 0;c && b < 32;b++)
                                {
-                                       if (light)
+                                       if (c & (1 << b))
                                        {
-                                               for (;s;s = s->texturechain)
+                                               c -= (1 << b);
+                                               light = &cl_dlights[a * 32 + b];
+                                               lightorigin = light->origin;
+                                               cr = light->color[0];
+                                               cg = light->color[1];
+                                               cb = light->color[2];
+                                               radius = light->radius*light->radius*16.0f;
+                                               radius2 = radius * 16.0f;
+                                               wv = wvert;
+                                               for (p = s->polys;p;p = p->next)
                                                {
-                                                       for (p=s->polys ; p ; p=p->next)
+                                                       for (i = 0;i < p->numverts;i++, wv += 6)
                                                        {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                                               f = VectorDistance2(wv, lightorigin);
+                                                               if (f < radius)
                                                                {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
+                                                                       f = radius2 / (f + 65536.0f);
+                                                                       wv[3] += cr * f;
+                                                                       wv[4] += cg * f;
+                                                                       wv[5] += cb * f;
                                                                }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
                                                        }
                                                }
                                        }
+                                       c >>= 1;
+                                       b++;
                                }
-                               else
+                       }
+               }
+       }
+       wv = wvert;
+       // FIXME: make fog texture if water texture is transparent?
+       if (lighthalf)
+       {
+               for (p=s->polys ; p ; p=p->next)
+               {
+                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
+                       transpolyend();
+               }
+       }
+       else
+       {
+               for (p=s->polys ; p ; p=p->next)
+               {
+                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3],(int) wv[4],(int) wv[5],alpha);
+                       transpolyend();
+               }
+       }
+}
+
+void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
+{
+       int                     i, a, b;
+       unsigned int c;
+       glpoly_t        *p;
+       float           wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
+       dlight_t        *light;
+       // check for lightmap modification
+       if (r_dynamic.value)
+       {
+               if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
+               || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+               || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+               || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+               || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
+                       R_UpdateLightmap(s, s->lightmaptexturenum);
+       }
+       wv = wvert;
+       for (p = s->polys;p;p = p->next)
+       {
+               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               {
+                       if (transform)
+                               softwaretransform(v, wv);
+                       else
+                               VectorCopy(v, wv);
+                       wv[3] = wv[4] = wv[5] = 0.0f;
+                       wv += 6;
+               }
+       }
+       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+       {
+               for (a = 0;a < 8;a++)
+               {
+                       if (c = s->dlightbits[a])
+                       {
+                               for (b = 0;c && b < 32;b++)
                                {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
+                                       if (c & (1 << b))
                                        {
-                                               for (;s;s = s->texturechain)
+                                               c -= (1 << b);
+                                               light = &cl_dlights[a * 32 + b];
+                                               lightorigin = light->origin;
+                                               cr = light->color[0];
+                                               cg = light->color[1];
+                                               cb = light->color[2];
+                                               radius = light->radius*light->radius*16.0f;
+                                               radius2 = radius * 16.0f;
+                                               wv = wvert;
+                                               for (p = s->polys;p;p = p->next)
                                                {
-                                                       for (p=s->polys ; p ; p=p->next)
+                                                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                                        {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                                               f = VectorDistance2(wv, lightorigin);
+                                                               if (f < radius)
                                                                {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
+                                                                       f = radius2 / (f + 65536.0f);
+                                                                       wv[3] += cr * f;
+                                                                       wv[4] += cg * f;
+                                                                       wv[5] += cb * f;
                                                                }
-                                                               transpolyend();
+                                                               wv += 6;
                                                        }
                                                }
                                        }
                                }
                        }
+               }
+       }
+       wv = wvert;
+       for (p = s->polys;p;p = p->next)
+       {
+               if (currentwallpoly >= MAX_WALLPOLYS)
+                       break;
+               v = p->verts[0];
+               wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
+               wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
+               wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
+               wallpoly[currentwallpoly].firstvert = currentwallvert;
+               wallpoly[currentwallpoly].numverts = p->numverts;
+               wallpoly[currentwallpoly++].lit = true;
+               for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+               {
+                       wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
+                       wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
+                       wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
+                       wallvert[currentwallvert].a = 255;
+                       wallvert[currentwallvert].vert[0] = wv[0];
+                       wallvert[currentwallvert].vert[1] = wv[1];
+                       wallvert[currentwallvert].vert[2] = wv[2];
+                       wallvert[currentwallvert].s = v[3];
+                       wallvert[currentwallvert].t = v[4];
+                       wallvert[currentwallvert].u = v[5];
+                       wallvert[currentwallvert++].v = v[6];
+                       wv += 6;
+               }
+       }
+}
+
+// LordHavoc: transparent brush models
+extern int r_dlightframecount;
+extern float modelalpha;
+//extern vec3_t shadecolor;
+//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
+//void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
+//void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
+//void EmitWaterPolys (msurface_t *fa);
+
+void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
+{
+       int                     i, a, b, alpha;
+       unsigned int c;
+       glpoly_t        *p;
+       float           wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
+       int                     smax, tmax, size3;
+       float           scale;
+       byte            *lm;
+       dlight_t        *light;
+       smax = (s->extents[0]>>4)+1;
+       tmax = (s->extents[1]>>4)+1;
+       size3 = smax*tmax*3; // *3 for colored lighting
+       alpha = (int) (modelalpha * 255.0f);
+       // check for lightmap modification
+       if (r_dynamic.value)
+       {
+               if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
+               || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+               || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+               || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+               || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
+                       R_UpdateLightmap(s, s->lightmaptexturenum);
+       }
+       wv = wvert;
+       for (p = s->polys;p;p = p->next)
+       {
+               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               {
+                       if (transform)
+                               softwaretransform(v, wv);
                        else
+                               VectorCopy(v, wv);
+                       wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
+                       if (s->styles[0] != 255)
                        {
-                               if (lighthalf)
+                               lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
+                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
+                               if (s->styles[1] != 255)
                                {
-                                       if (light)
+                                       scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
+                                       if (s->styles[2] != 255)
                                        {
-                                               for (;s;s = s->texturechain)
+                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
+                                               if (s->styles[3] != 255)
                                                {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
+                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
                                                }
                                        }
                                }
-                               else
+                       }
+                       wv += 6;
+               }
+       }
+       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+       {
+               for (a = 0;a < 8;a++)
+               {
+                       if (c = s->dlightbits[a])
+                       {
+                               for (b = 0;c && b < 32;b++)
                                {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
+                                       if (c & (1 << b))
                                        {
-                                               for (;s;s = s->texturechain)
+                                               c -= (1 << b);
+                                               light = &cl_dlights[a * 32 + b];
+                                               lightorigin = light->origin;
+                                               cr = light->color[0];
+                                               cg = light->color[1];
+                                               cb = light->color[2];
+                                               radius = light->radius*light->radius*16.0f;
+                                               radius2 = radius * 16.0f;
+                                               wv = wvert;
+                                               for (p = s->polys;p;p = p->next)
                                                {
-                                                       for (p=s->polys ; p ; p=p->next)
+                                                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                                        {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                                               f = VectorDistance2(wv, lightorigin);
+                                                               if (f < radius)
                                                                {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
+                                                                       f = radius2 / (f + 65536.0f);
+                                                                       wv[3] += cr * f;
+                                                                       wv[4] += cg * f;
+                                                                       wv[5] += cb * f;
                                                                }
-                                                               transpolyend();
+                                                               wv += 6;
                                                        }
                                                }
                                        }
+                                       c >>= 1;
+                                       b++;
                                }
                        }
                }
        }
+       wv = wvert;
+       if (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)
+       {
+               if (lighthalf)
+               {
+                       for (p = s->polys;p;p = p->next)
+                       {
+                               v = p->verts[0];
+                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha);
+                               transpolyend();
+                       }
+               }
+               else
+               {
+                       for (p = s->polys;p;p = p->next)
+                       {
+                               v = p->verts[0];
+                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha);
+                               transpolyend();
+                       }
+               }
+       }
+       else
+       {
+               if (lighthalf)
+               {
+                       for (p = s->polys;p;p = p->next)
+                       {
+                               v = p->verts[0];
+                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
+                               transpolyend();
+                       }
+               }
+               else
+               {
+                       for (p = s->polys;p;p = p->next)
+                       {
+                               v = p->verts[0];
+                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3],(int) wv[4],(int) wv[5],alpha);
+                               transpolyend();
+                       }
+               }
+       }
 }
 
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node);
+/*
+================
+DrawTextureChains
+================
+*/
+extern qboolean hlbsp;
+extern char skyname[];
+//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
+void DrawTextureChains (void)
+{
+       int                     n;
+       msurface_t      *s;
+       texture_t       *t;
+
+       for (n = 0;n < cl.worldmodel->numtextures;n++)
+       {
+               if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
+                       continue;
+               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
+               cl.worldmodel->textures[n]->texturechain = NULL;
+               t = R_TextureAnimation (cl.worldmodel->textures[n]);
+               // sky
+               if (s->flags & SURF_DRAWSKY)
+               {
+                       skyisvisible = true;
+                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                               for (;s;s = s->texturechain)
+                                       R_SkySurf(s, false);
+                       continue;
+               }
+               // subdivided water surface warp
+               if (s->flags & SURF_DRAWTURB)
+               {
+                       int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
+                       for (;s;s = s->texturechain)
+                               R_WaterSurf(s, t, false, alpha);
+                       continue;
+               }
+               if (gl_vertex.value)
+                       for (;s;s = s->texturechain)
+                               R_WallSurfVertex(s, t, false);
+               else
+                       for (;s;s = s->texturechain)
+                               R_WallSurf(s, t, false);
+       }
+}
+
+void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
 
 /*
 =================
@@ -752,16 +777,13 @@ R_DrawBrushModel
 */
 void R_DrawBrushModel (entity_t *e)
 {
-       int                     i, j, k, smax, tmax, size3, maps;
-       vec3_t          mins, maxs, nv;
+       int                     i;
+       vec3_t          mins, maxs;
        msurface_t      *s;
-       mplane_t        *pplane;
        model_t         *clmodel;
        qboolean        rotated, vertexlit = false;
-       float           dot, *v, scale;
        texture_t       *t;
-       byte            *lm;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+       vec3_t          org;
 
        currententity = e;
 
@@ -803,195 +825,40 @@ void R_DrawBrushModel (entity_t *e)
 
 // calculate dynamic lighting for bmodel if it's not an
 // instanced model
-       if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+       for (i = 0;i < MAX_DLIGHTS;i++)
        {
-//             if (!gl_flashblend.value)
-//             {
-                       vec3_t org;
-                       for (k=0 ; k<MAX_DLIGHTS ; k++)
-                       {
-                               if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
-                                       continue;
+               if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
+                       continue;
 
-                               VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
-                               R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode);
-                       }
-//             }
+               VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
+               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
        }
-       else
-               vertexlit = true;
+       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
 
 e->angles[0] = -e->angles[0];  // stupid quake bug
        softwaretransformforentity (e);
 e->angles[0] = -e->angles[0];  // stupid quake bug
 
        // draw texture
-       for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+       for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
        {
-       // find which side of the node we are on
-               pplane = s->plane;
-
-               dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
-
-       // draw the polygon
-               if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
-                       (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
                {
                        if (s->flags & SURF_DRAWSKY)
-                               continue;
-                       if (s->flags & SURF_DRAWTURB)
                        {
-                               glpoly_t        *p;
-                               int                     light, alpha, r = 0, g = 0, b = 0;
-                               vec3_t          shadecolor;
-
-                               if (s->flags & SURF_DRAWNOALPHA)
-                                       alpha = modelalpha*255.0f;
-                               else
-                                       alpha = r_wateralpha.value*modelalpha*255.0f;
-                               light = false;
-                               if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 255.0f * currententity->colormod[0];
-                                               g = 255.0f * currententity->colormod[1];
-                                               b = 255.0f * currententity->colormod[2];
-                                       }
-                               }
-                               else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-                                       light = true;
-                               else
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 64.0f * currententity->colormod[0];
-                                               g = 64.0f * currententity->colormod[1];
-                                               b = 64.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                               }
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       // FIXME: could be a transparent water texture
-                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               if (r_waterripple.value)
-                                                       nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                               if (light)
-                                               {
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                       if (lighthalf)
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
-                                                       }
-                                                       else
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
-                                                       }
-                                               }
-                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                       }
-                                       transpolyend();
-                               }
+                               R_SkySurf(s, true);
                                continue;
                        }
-                       c_brush_polys++;
                        t = R_TextureAnimation (s->texinfo->texture);
-                       v = s->polys->verts[0];
-                       if (vertexlit || s->texinfo->texture->transparent)
+                       if (s->flags & SURF_DRAWTURB)
                        {
-                               // FIXME: could be a transparent water texture
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
-                               {
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
-                                       }
-                               }
-                               else
-                               {
-                                       smax = (s->extents[0]>>4)+1;
-                                       tmax = (s->extents[1]>>4)+1;
-                                       size3 = smax*tmax*3; // *3 for colored lighting
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-                                               lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
-                                               for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
-                                                       shadecolor[0] += lm[0] * scale;
-                                                       shadecolor[1] += lm[1] * scale;
-                                                       shadecolor[2] += lm[2] * scale;
-                                                       lm += size3; // LordHavoc: *3 for colored lighting
-                                               }
-                                               softwaretransform(v, nv);
-                                               R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
-                                               if (lighthalf)
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
-                                               }
-                                               else
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
-                                               }
-                                       }
-                               }
-                               transpolyend();
+                               R_WaterSurf(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+                               continue;
                        }
+                       if (vertexlit || s->texinfo->texture->transparent)
+                               R_WallSurfVertex(s, t, true);
                        else
-                       {
-                               // check for lightmap modification
-                               if (r_dynamic.value)
-                               {
-                                       if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                       else
-                                               for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                       if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                       {
-                                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                               break;
-                                                       }
-                               }
-                               if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
-                               {
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0;i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, wallvert[currentwallvert].vert);
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
-                                       }
-                               }
-                       }
+                               R_WallSurf(s, t, true);
                }
        }
        UploadLightmaps();
@@ -1009,123 +876,18 @@ void R_StoreEfrags (efrag_t **ppefrag);
 
 /*
 ================
-R_RecursiveWorldNode
+R_WorldNode
 ================
 */
-//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-/*
-void R_RecursiveWorldNode (mnode_t *node)
-{
-       int                     c, side;
-       double          dot;
-
-loc0:
-// if a leaf node, draw stuff
-       if (node->contents < 0)
-       {
-               mleaf_t         *pleaf;
-               pleaf = (mleaf_t *)node;
-
-               if (c = pleaf->nummarksurfaces)
-               {
-                       msurface_t      **mark;
-                       mark = pleaf->firstmarksurface;
-                       do
-                       {
-                               (*mark)->visframe = r_framecount;
-                               mark++;
-                       } while (--c);
-               }
-
-       // deal with model fragments in this leaf
-               if (pleaf->efrags)
-                       R_StoreEfrags (&pleaf->efrags);
-
-               return;
-       }
-
-// node is just a decision point, so go down the apropriate sides
-
-// find which side of the node we are on
-       dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
-// recurse down the children, front side first
-       side = dot < 0;
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-               R_RecursiveWorldNode (node->children[side]);
-
-       // backside
-       side = dot >= 0;
-// draw stuff
-       if (c = node->numsurfaces)
-       {
-               msurface_t      *surf;
-               surf = cl.worldmodel->surfaces + node->firstsurface;
-
-               // LordHavoc: caused a crash due to texsort (it could render twice...)
-               // back side
-               //side = dot >= -BACKFACE_EPSILON;
-               if (dot < 0)
-               {
-                       for (;c;c--, surf++)
-                       {
-                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
-                               {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
-                               }
-                       }
-               }
-               else
-               {
-                       for (;c;c--, surf++)
-                       {
-                               if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK)))
-                               {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
-                               }
-                       }
-               }
-       }
-
-// recurse down the back side
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-       {
-               node = node->children[side];
-               goto loc0;
-       }
-//             R_RecursiveWorldNode (node->children[side]);
-}
-*/
-
-extern int c_nodes;
 void R_WorldNode ()
 {
-       int             c, side;
+       int             c, side, s = 0;
        double  dot;
        struct
        {
                double dot;
                mnode_t *node;
-       } nodestack[1024];
-       int             s = 0;
+       } nodestack[8192];
        mnode_t *node;
 
        if (!(node = cl.worldmodel->nodes))
@@ -1134,7 +896,6 @@ void R_WorldNode ()
        while(1)
        {
        // if a leaf node, draw stuff
-               c_nodes++;
                if (node->contents < 0)
                {
                        if (node->contents != CONTENTS_SOLID)
@@ -1142,6 +903,7 @@ void R_WorldNode ()
                                mleaf_t         *pleaf;
                                pleaf = (mleaf_t *)node;
 
+                               c_leafs++;
                                if ((c = pleaf->nummarksurfaces))
                                {
                                        msurface_t      **mark;
@@ -1165,6 +927,8 @@ void R_WorldNode ()
                        goto loc0;
                }
 
+               c_nodes++;
+
        // node is just a decision point, so go down the apropriate sides
 
        // find which side of the node we are on
@@ -1172,11 +936,7 @@ void R_WorldNode ()
 
        // recurse down the children, front side first
                side = dot < 0;
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+               if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
                {
                        nodestack[s].node = node;
                        nodestack[s++].dot = dot;
@@ -1218,11 +978,7 @@ loc0:
                }
 
        // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+               if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
                {
                        node = node->children[side];
                        continue;
@@ -1257,13 +1013,14 @@ void R_DrawWorld (void)
        currententity = &ent;
 
        softwaretransformidentity(); // LordHavoc: clear transform
-       skyisvisible = false;
 
        if (cl.worldmodel)
                R_WorldNode ();
 
        glClear (GL_DEPTH_BUFFER_BIT);
 
+       R_PushDlights (); // now mark the lit surfaces
+
        DrawTextureChains ();
 
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
@@ -1379,7 +1136,7 @@ int AllocBlock (int w, int h, int *x, int *y)
                        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                        if (lightmaprgba)
-                               glTexImage2D (GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
+                               glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
                        else
                                glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
                }
@@ -1516,6 +1273,165 @@ void BuildSurfaceDisplayList (msurface_t *fa)
        */
        poly->numverts = lnumverts;
 
+       /*
+       int                     i, k, lindex, lnumverts;
+       medge_t         *pedges, *r_pedge;
+       int                     vertpage, points;
+       float           *vec;
+       float           s, t;
+       glpoly_t        *poly;
+       float           point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
+
+// reconstruct the polygon
+       pedges = currentmodel->edges;
+       lnumverts = fa->numedges;
+       vertpage = 0;
+
+       //
+       // draw texture
+       //
+       for (i=0 ; i<lnumverts ; i++)
+       {
+               lindex = currentmodel->surfedges[fa->firstedge + i];
+
+               if (lindex > 0)
+               {
+                       r_pedge = &pedges[lindex];
+                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
+               }
+               else
+               {
+                       r_pedge = &pedges[-lindex];
+                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
+               }
+               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
+               s /= fa->texinfo->texture->width;
+
+               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
+               t /= fa->texinfo->texture->height;
+
+               VectorCopy (vec, point1[i]);
+               point1[i][3] = s;
+               point1[i][4] = t;
+
+               //
+               // lightmap texture coordinates
+               //
+               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
+               s -= fa->texturemins[0];
+               point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
+               s += fa->light_s*16;
+               s += 8;
+               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
+
+               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
+               t -= fa->texturemins[1];
+               point1[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
+               t += fa->light_t*16;
+               t += 8;
+               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
+
+               point1[i][5] = s;
+               point1[i][6] = t;
+       }
+
+       if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+       {
+               poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+               poly->next = fa->polys;
+               poly->flags = fa->flags;
+               fa->polys = poly;
+               poly->numverts = lnumverts;
+               memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
+               return;
+       }
+
+#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
+       points = 0;
+#if 0
+       int                     j;
+       float           center[VERTEXSIZE];
+       // subdivide by placing a point at the center (more tris)
+       // LordHavoc:
+       // you, the reader, have stumbled upon the most amusing visual artifact I have
+       // encountered to date, saved here for historical/hysterical reasons :)
+       if (gl_funnywalls.value)
+               for (j = 0;j < 5;j++)
+                       center[j] = 0;
+       else
+               for (j = 0;j < VERTEXSIZE;j++)
+                       center[j] = 0;
+       for (i = 0;i < lnumverts;i++)
+               for (j = 0;j < VERTEXSIZE;j++)
+                       center[j] += point1[i][j];
+       s = 1.0f / lnumverts;
+       for (i = 0;i < VERTEXSIZE;i++)
+               center[i] *= s;
+       for (i = 0;i < lnumverts;i++)
+       {
+               VectorCopy9(center, point[points]);points++;
+               VectorCopy9(point1[i], point[points]);points++;
+               VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
+       }
+#else
+       // subdivide by turning it into a fan (less tris)
+       for (i = 1;i < lnumverts-1;i++)
+       {
+               VectorCopy9(point1[0], point[points]);points++;
+               VectorCopy9(point1[i], point[points]);points++;
+               VectorCopy9(point1[i+1], point[points]);points++;
+       }
+#endif
+#if 0
+       {
+               float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
+               // now subdivide any large triangles
+               for (j = 0;j < points;j+=3)
+               {
+                       if (points > (1024-9))
+                               break;
+                       while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
+                               || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
+                               || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
+                       {
+                               if (points > (1024-9))
+                                       break;
+       #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
+                               VectorCopy9(point[j+0], p1);
+                               VectorCopy9(point[j+1], p3);
+                               VectorCopy9(point[j+2], p5);
+                               halfway(p2, p1, p3);
+                               halfway(p4, p3, p5);
+                               halfway(p6, p5, p1);
+                               // build tri 1 (top middle)
+                               VectorCopy9(p1, point[j+0]);
+                               VectorCopy9(p2, point[j+1]);
+                               VectorCopy9(p6, point[j+2]);
+                               // build tri 2 (bottom right)
+                               VectorCopy9(p2, point[points+0]);
+                               VectorCopy9(p3, point[points+1]);
+                               VectorCopy9(p4, point[points+2]);
+                               // build tri 3 (bottom left)
+                               VectorCopy9(p4, point[points+3]);
+                               VectorCopy9(p5, point[points+4]);
+                               VectorCopy9(p6, point[points+5]);
+                               // build tri 4 (middle)
+                               VectorCopy9(p2, point[points+6]);
+                               VectorCopy9(p4, point[points+7]);
+                               VectorCopy9(p6, point[points+8]);
+                               points+=9;
+                       }
+               }
+       }
+#endif
+       poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
+       poly->next = fa->polys;
+       poly->flags = fa->flags;
+       fa->polys = poly;
+       poly->numverts = 0;
+       poly->numtris = points / 3;
+       memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
+       */
 }
 
 /*
@@ -1647,7 +1563,7 @@ void GL_BuildLightmaps (void)
                        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                        if (lightmaprgba)
-                               glTexImage2D(GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
                        else
                                glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
                }