]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
no more warping meshs of any kind
[xonotic/darkplaces.git] / gl_rsurf.c
index 658c81b2917313d20b01b6cb0846866733587e10..fed6a6a72d4916aa3b6591846a56116fcec77613 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,79 +21,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-int            lightmap_textures;
+#define MAX_LIGHTMAP_SIZE 256
 
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             256
-#define        BLOCK_HEIGHT    256
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 
-int                    active_lightmaps;
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
+cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
+static int dlightdivtable[32768];
 
-signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
-
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "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 r_dlightmap = {"r_dlightmap", "1"};
-cvar_t r_drawportals = {"r_drawportals", "0"};
-
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
-
-int wateralpha;
-
-void gl_surf_start()
-{
-}
-
-void gl_surf_shutdown()
-{
-}
-
-void gl_surf_newmap()
-{
-}
-
-void GL_Surf_Init()
+static int R_IntAddDynamicLights (msurface_t *surf)
 {
-       int i;
-       for (i = 0;i < MAX_LIGHTMAPS;i++)
-               lightmaps[i] = NULL;
-       Cvar_RegisterVariable(&gl_lightmapalign);
-       Cvar_RegisterVariable(&gl_lightmaprgba);
-       Cvar_RegisterVariable(&gl_nosubimagefragments);
-       Cvar_RegisterVariable(&gl_nosubimage);
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&gl_vertex);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
-
-int         dlightdivtable[32768];
-
-/*
-       R_AddDynamicLights
-*/
-int R_AddDynamicLights (msurface_t *surf)
-{
-       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
        unsigned int *bl;
-       float       dist;
-       vec3_t      impact, local;
+       float dist, impact[3], local[3];
 
        // LordHavoc: use 64bit integer...  shame it's not very standardized...
 #if _MSC_VER || __BORLANDC__
@@ -104,38 +52,38 @@ int R_AddDynamicLights (msurface_t *surf)
 
        lit = false;
 
-       if (!dlightdivtable[1])
-       {
-               dlightdivtable[0] = 4194304;
-               for (s = 1; s < 32768; s++)
-                       dlightdivtable[s] = 4194304 / (s << 7);
-       }
-
        smax = (surf->extents[0] >> 4) + 1;
        tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
-       for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+       for (lnum = 0; lnum < r_numdlights; lnum++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local);
+               softwareuntransform(r_dlight[lnum].origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
-               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
-
-               // clamp radius to avoid exceeding 32768 entry division table
-               if (maxdist > 4194304)
-                       maxdist = 4194304;
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
                if (dist2 >= maxdist)
                        continue;
 
-               impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
-               impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
-               impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
 
                impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
                impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
@@ -148,107 +96,136 @@ int R_AddDynamicLights (msurface_t *surf)
 
                // reduce calculations
                for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+                       sdtable[s] = i * i + dist2;
 
-               maxdist3 = maxdist - (int) (dist * dist);
+               maxdist3 = maxdist - dist2;
 
-               // convert to 8.8 blocklights format and scale up by radius
-               red = cl_dlights[lnum].color[0] * maxdist;
-               green = cl_dlights[lnum].color[1] * maxdist;
-               blue = cl_dlights[lnum].color[2] * maxdist;
-               bl = blocklights;
+               // convert to 8.8 blocklights format
+               red = r_dlight[lnum].light[0];
+               green = r_dlight[lnum].light[1];
+               blue = r_dlight[lnum].light[2];
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               bl = intblocklights;
 
                i = impactt;
-               for (t = 0; t < tmax; t++, i -= 16)
+               for (t = 0;t < tmax;t++, i -= 16)
                {
                        td = i * i;
                        // make sure some part of it is visible on this line
                        if (td < maxdist3)
                        {
                                maxdist2 = maxdist - td;
-                               for (s = 0; s < smax; s++)
+                               for (s = 0;s < smax;s++)
                                {
                                        if (sdtable[s] < maxdist2)
                                        {
-                                               k = dlightdivtable[(sdtable[s] + td) >> 7];
-                                               bl[0] += (red   * k) >> 9;
-                                               bl[1] += (green * k) >> 9;
-                                               bl[2] += (blue  * k) >> 9;
-                                               lit = true;
+                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+                                               if (k > 0)
+                                               {
+                                                       bl[0] += (red   * k) >> 7;
+                                                       bl[1] += (green * k) >> 7;
+                                                       bl[2] += (blue  * k) >> 7;
+                                                       lit = true;
+                                               }
                                        }
                                        bl += 3;
                                }
                        }
                        else // skip line
-                               bl += smax * 3;
+                               bl += smax3;
                }
        }
        return lit;
 }
 
-
-void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+static int R_FloatAddDynamicLights (msurface_t *surf)
 {
-       int i, j;
-       stride -= (width*lightmapbytes);
-       if (lighthalf)
+       int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+       lit = false;
+
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
+
+       for (lnum = 0; lnum < r_numdlights; lnum++)
        {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               softwareuntransform(r_dlight[lnum].origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
                {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 4)
-                               {
-                                       out[0] = min(in[0] >> 8, 255);
-                                       out[1] = min(in[1] >> 8, 255);
-                                       out[2] = min(in[2] >> 8, 255);
-                                       out[3] = 255;
-                               }
-                       }
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
                }
                else
                {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 3)
-                               {
-                                       out[0] = min(in[0] >> 8, 255);
-                                       out[1] = min(in[1] >> 8, 255);
-                                       out[2] = min(in[2] >> 8, 255);
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 4)
-                               {
-                                       out[0] = min(in[0] >> 7, 255);
-                                       out[1] = min(in[1] >> 7, 255);
-                                       out[2] = min(in[2] >> 7, 255);
-                                       out[3] = 255;
-                               }
-                       }
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
                }
-               else
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               td = bound(0, impacts, smax * 16) - impacts;
+               td1 = bound(0, impactt, tmax * 16) - impactt;
+               td = td * td + td1 * td1 + dist2;
+               if (td > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+                       sdtable[s] = td1 * td1 + dist2;
+
+               maxdist3 = maxdist - dist2;
+
+               // convert to 8.8 blocklights format
+               red = r_dlight[lnum].light[0];
+               green = r_dlight[lnum].light[1];
+               blue = r_dlight[lnum].light[2];
+               subtract = r_dlight[lnum].subtract * 32768.0f;
+               bl = floatblocklights;
+
+               td1 = impactt;
+               for (t = 0;t < tmax;t++, td1 -= 16.0f)
                {
-                       for (i = 0;i < height;i++, out += stride)
+                       td = td1 * td1;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
                        {
-                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
                                {
-                                       out[0] = min(in[0] >> 7, 255);
-                                       out[1] = min(in[1] >> 7, 255);
-                                       out[2] = min(in[2] >> 7, 255);
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
+                                               bl[0] += red   * k;
+                                               bl[1] += green * k;
+                                               bl[2] += blue  * k;
+                                               lit = true;
+                                       }
+                                       bl += 3;
                                }
                        }
+                       else // skip line
+                               bl += smax3;
                }
        }
+       return lit;
 }
 
 /*
@@ -258,154 +235,377 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 {
-       int                     smax, tmax;
-       int                     i, j, size, size3;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
-
-       surf->cached_dlight = 0;
-       surf->cached_lighthalf = lighthalf;
-       surf->cached_ambient = r_ambient.value;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       size3 = size*3;
-       lightmap = surf->samples;
-
-// set to full bright if no light data
-       if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
+       if (!r_floatbuildlightmap.integer)
        {
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
+               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               unsigned int *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightscalebit = lightscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = intblocklights;
+               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               {
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
+               }
+               else
+               {
+       // clear to no light
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+                       if (j)
+                       {
+                               for (i = 0;i < size3;i++)
+                                       *bl++ = j;
+                       }
+                       else
+                               memset(bl, 0, size*3*sizeof(unsigned int));
+
+                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       {
+                               surf->cached_dlight = R_IntAddDynamicLights(surf);
+                               if (surf->cached_dlight)
+                                       c_light_polys++;
+                               else if (dlightchanged)
+                                       return; // don't upload if only updating dlights and none mattered
+                       }
+
+       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = intblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
+                       }
+               }
+
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               shift = 7 + lightscalebit + 8;
+               if (currentrenderentity->model->lightmaprgba)
                {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
+                       }
                }
+               else
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               }
+                       }
+               }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
        else
        {
-// clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               float *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightscalebit = lightscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = floatblocklights;
+               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+                       j = 255*256;
+               else
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+               // clear to no light
                if (j)
                {
-                       bl = blocklights;
                        for (i = 0;i < size3;i++)
                                *bl++ = j;
                }
                else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
+                       memset(bl, 0, size*3*sizeof(float));
+
+               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               {
+                       surf->cached_dlight = R_FloatAddDynamicLights(surf);
+                       if (surf->cached_dlight)
+                               c_light_polys++;
+                       else if (dlightchanged)
+                               return; // don't upload if only updating dlights and none mattered
+               }
 
-// add all the lightmaps
+               // add all the lightmaps
                if (lightmap)
                {
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+                       bl = floatblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+               }
+
+               stain = surf->stainsamples;
+               bl = floatblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               scale = 1.0f / (1 << (7 + lightscalebit + 8));
+               if (currentrenderentity->model->lightmaprgba)
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               scale = d_lightstylevalue[surf->styles[maps]];
-                               surf->cached_light[maps] = scale;       // 8.8 fraction
-                               bl = blocklights;
-                               for (i = 0;i < size3;i++)
-                                       *bl++ += *lightmap++ * scale;
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
                        }
                }
-               if (r_dlightmap.value && surf->dlightframe == r_framecount)
-                       if ((surf->cached_dlight = R_AddDynamicLights(surf)))
-                               c_light_polys++;
+               else
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                               }
+                       }
+               }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
-       R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
 }
 
-byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
 {
-       int smax, tmax;
-       // upload the new lightmap texture fragment
-       if(r_upload.value)
-               glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
-       if (nosubimage || nosubimagefragments)
+       float ndist;
+       msurface_t *surf, *endsurf;
+       int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+       qbyte *bl;
+       vec3_t impact;
+       // LordHavoc: use 64bit integer...  shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+       __int64     k;
+#else
+       long long   k;
+#endif
+
+
+       // for comparisons to minimum acceptable light
+       // compensate for 4096 offset
+       maxdist = radius * radius + 4096;
+
+       // clamp radius to avoid exceeding 32768 entry division table
+       if (maxdist > 4194304)
+               maxdist = 4194304;
+
+       subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+
+loc0:
+       if (node->contents < 0)
+               return;
+       ndist = PlaneDiff(origin, node->plane);
+       if (ndist > radius)
        {
-               if (lightmapupdate[lnum][0] > s->light_t)
-                       lightmapupdate[lnum][0] = s->light_t;
-               if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
-                       lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
-               if (lightmaprgba)
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
-               else
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
+               node = node->children[0];
+               goto loc0;
        }
-       else
+       if (ndist < -radius)
        {
-               smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
+               node = node->children[1];
+               goto loc0;
+       }
+
+       dist2 = ndist * ndist;
+       dist2 += 4096.0f;
+       if (dist2 < maxdist)
+       {
+               maxdist3 = maxdist - dist2;
+
+               if (node->plane->type < 3)
                {
-                       R_BuildLightMap (s, templight, smax * 4);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+                       VectorCopy(origin, impact);
+                       impact[node->plane->type] -= ndist;
                }
                else
                {
-                       R_BuildLightMap (s, templight, smax * 3);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+                       impact[0] = origin[0] - node->plane->normal[0] * ndist;
+                       impact[1] = origin[1] - node->plane->normal[1] * ndist;
+                       impact[2] = origin[2] - node->plane->normal[2] * ndist;
                }
-       }
-}
 
+               for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+               {
+                       if (surf->stainsamples)
+                       {
+                               smax = (surf->extents[0] >> 4) + 1;
+                               tmax = (surf->extents[1] >> 4) + 1;
 
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
-//     texture_t *original;
-//     int             relative;
-//     int             count;
+                               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+                               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
 
-       if (currententity->render.frame)
-       {
-               if (base->alternate_anims)
-                       base = base->alternate_anims;
-       }
-       
-       if (!base->anim_total)
-               return base;
+                               s = bound(0, impacts, smax * 16) - impacts;
+                               t = bound(0, impactt, tmax * 16) - impactt;
+                               i = s * s + t * t + dist2;
+                               if (i > maxdist)
+                                       continue;
 
-       return base->anim_frames[(int)(cl.time*5) % base->anim_total];
+                               // reduce calculations
+                               for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                                       sdtable[s] = i * i + dist2;
 
-       /*
-       original = base;
+                               // convert to 8.8 blocklights format
+                               bl = surf->stainsamples;
+                               smax3 = smax * 3;
+                               stained = false;
 
-       relative = (int)(cl.time*5) % base->anim_total;
+                               i = impactt;
+                               for (t = 0;t < tmax;t++, i -= 16)
+                               {
+                                       td = i * i;
+                                       // make sure some part of it is visible on this line
+                                       if (td < maxdist3)
+                                       {
+                                               maxdist2 = maxdist - td;
+                                               for (s = 0;s < smax;s++)
+                                               {
+                                                       if (sdtable[s] < maxdist2)
+                                                       {
+                                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+                                                               if (k > 0)
+                                                               {
+                                                                       ratio = rand() & 255;
+                                                                       ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
+                                                                       a = (ca * k) >> 8;
+                                                                       if (a > 0)
+                                                                       {
+                                                                               a = bound(0, a, 256);
+                                                                               cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
+                                                                               cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
+                                                                               cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
+                                                                               bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
+                                                                               bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
+                                                                               bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
+                                                                               stained = true;
+                                                                       }
+                                                               }
+                                                       }
+                                                       bl += 3;
+                                               }
+                                       }
+                                       else // skip line
+                                               bl += smax3;
+                               }
+                               // force lightmap upload
+                               if (stained)
+                                       surf->cached_dlight = true;
+                       }
+               }
+       }
 
-       count = 0;      
-       while (base->anim_min > relative || base->anim_max <= relative)
+       if (node->children[0]->contents >= 0)
        {
-               base = base->anim_next;
-               if (!base)
+               if (node->children[1]->contents >= 0)
                {
-                       Con_Printf("R_TextureAnimation: broken cycle");
-                       return original;
+                       R_StainNode(node->children[0], model, origin, radius, icolor);
+                       node = node->children[1];
+                       goto loc0;
                }
-               if (++count > 100)
+               else
                {
-                       Con_Printf("R_TextureAnimation: infinite cycle");
-                       return original;
+                       node = node->children[0];
+                       goto loc0;
                }
        }
+       else if (node->children[1]->contents >= 0)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
+}
 
-       return base;
-       */
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+       int n, icolor[8];
+       entity_render_t *ent;
+       model_t *model;
+       vec3_t org;
+       icolor[0] = cr1;
+       icolor[1] = cg1;
+       icolor[2] = cb1;
+       icolor[3] = ca1;
+       icolor[4] = cr2;
+       icolor[5] = cg2;
+       icolor[6] = cb2;
+       icolor[7] = ca2;
+
+       model = cl.worldmodel;
+       softwaretransformidentity();
+       R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+
+       // look for embedded bmodels
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       {
+               ent = cl_brushmodel_entities[n];
+               model = ent->model;
+               if (model && model->name[0] == '*')
+               {
+                       Mod_CheckLoaded(model);
+                       if (model->type == mod_brush)
+                       {
+                               softwaretransformforentity(ent);
+                               softwareuntransform(origin, org);
+                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+                       }
+               }
+       }
 }
 
 
@@ -417,536 +617,1102 @@ texture_t *R_TextureAnimation (texture_t *base)
 =============================================================
 */
 
-
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
-
-extern char skyname[];
-
-float  turbsin[256] =
+static void RSurfShader_Sky(msurface_t *firstsurf)
 {
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
+       msurface_t *surf;
+       int i;
+       surfvertex_t *v;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float cr, cg, cb, ca;
+       float *outv, *outc;
 
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (currentrenderentity->model->ishlbsp)
+               return;
 
-void UploadLightmaps()
-{
-       int i;
-       if (nosubimage || nosubimagefragments)
+       if (skyrendernow)
        {
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
+       }
+       for (surf = firstsurf;surf;surf = surf->chain)
+       {
+               // draw depth-only polys
+               memset(&m, 0, sizeof(m));
+               m.transparent = false;
+               if (skyrendermasked)
+               {
+                       m.blendfunc1 = GL_ZERO;
+                       m.blendfunc2 = GL_ONE;
+                       m.depthwrite = true;
+               }
+               else
+               {
+                       m.blendfunc1 = GL_ONE;
+                       m.blendfunc2 = GL_ZERO;
+                       m.depthwrite = false;
+               }
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
-                       if (lightmapupdate[i][0] < lightmapupdate[i][1])
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m))
                        {
-                               if(r_upload.value)
+                               cr = fogcolor[0] * m.colorscale;
+                               cg = fogcolor[1] * m.colorscale;
+                               cb = fogcolor[2] * m.colorscale;
+                               ca = 1;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4)
                                {
-                                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                                       if (nosubimage)
-                                       {
-                                               if (lightmaprgba)
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                               else
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                       }
-                                       else
-                                       {
-                                               if (lightmaprgba)
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
-                                               else
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
-                                       }
+                                       softwaretransform(v->v, outv);
+                               }
+                               for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                               {
+                                       outc[0] = cr;
+                                       outc[1] = cg;
+                                       outc[2] = cb;
+                                       outc[3] = ca;
                                }
                        }
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
                }
        }
 }
 
-float  wvert[1024*6]; // used by the following functions
-
-void RSurf_DrawSky(msurface_t *s, int transform)
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
 {
-       glpoly_t *p;
-       int i;
-       float *v;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (hlbsp)
-               return;
-
-       for (p=s->polys ; p ; p=p->next)
+       float f, *v, *c;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
        {
-               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
-                       skypoly[currentskypoly].firstvert = currentskyvert;
-                       skypoly[currentskypoly++].verts = p->numverts;
-                       if (transform)
+                       rd = &r_dlight[l];
+                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+                       VectorCopy(rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
                        {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
                                {
-                                       softwaretransform(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
                                }
                        }
-                       else
+               }
+       }
+       return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+       int i, l;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvertex_t *sv;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       softwareuntransform(rd->origin, lightorigin);
+                       for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+                               if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+                                       return true;
+               }
+       }
+       return false;
+}
+
+static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+{
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       if (surf->flags & SURF_DRAWFULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT)
+       {
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m))
                        {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                               base[0] = base[1] = base[2] = 1.0f * m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                {
-                                       VectorCopy(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorCopy(base, outc);
+                                       outc[3] = alpha;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(outc, f, outc);
+                                       }
                                }
                        }
                }
        }
-}
-
-int RSurf_Light(int *dlightbits, glpoly_t *polys)
-{
-       float           cr, cg, cb, radius, radius2, f, *v, *wv;
-       int                     i, a, b, lit = false;
-       unsigned int c, d;
-       dlight_t        *light;
-       vec_t           *lightorigin;
-       glpoly_t        *p;
-       for (a = 0;a < 8;a++)
+       else
        {
-               if ((c = dlightbits[a]))
+               size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+               base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f));
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
-                       for (b = 0, d = 1;c;b++, d <<= 1)
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m))
                        {
-                               if (c & d)
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                {
-                                       c -= d;
-                                       light = &cl_dlights[a * 32 + b];
-                                       lightorigin = light->origin;
-                                       cr = light->color[0];
-                                       cg = light->color[1];
-                                       cb = light->color[2];
-                                       radius = light->radius*light->radius;
-                                       radius2 = radius * 256.0f;
-                                       wv = wvert;
-                                       for (p = polys;p;p = p->next)
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorCopy(base, outc);
+                                       outc[3] = alpha;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->flags & SURF_LIGHTMAP)
+                                       if (surf->styles[0] != 255)
                                        {
-                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
                                                {
-                                                       f = VectorDistance2(wv, lightorigin);
-                                                       if (f < radius)
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
                                                        {
-                                                               f = radius2 / (f + LIGHTOFFSET);
-                                                               wv[3] += cr * f;
-                                                               wv[4] += cg * f;
-                                                               wv[5] += cb * f;
-                                                               lit = true;
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
                                                        }
-                                                       wv += 6;
                                                }
                                        }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
                                }
                        }
                }
        }
-       return lit;
 }
 
-void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
 {
-       int             i;
-       float   os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
-       glpoly_t *p;
-       float   *v;
-       // FIXME: make fog texture if water texture is transparent?
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, diff[3];
+       float base[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       VectorScale(fogcolor, m.colorscale, base);
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       {
+                               softwaretransform(v->v, outv);
+                               outv[3] = 1;
+                               VectorSubtract(outv, r_origin, diff);
+                               f = exp(fogdensity/DotProduct(diff, diff));
+                               VectorScale(base, f, outc);
+                               outc[3] = alpha;
+                       }
+                       if (m.tex[0])
+                       {
+                               for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2)
+                               {
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+}
 
-       if (s->dlightframe != r_framecount)
+static void RSurfShader_Water(msurface_t *firstsurf)
+{
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
+               RSurfShader_Water_Pass_Base(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Water_Pass_Fog(surf);
+}
+
+static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
+{
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
        {
-               vec3_t temp;
-               // LordHavoc: fast path for no vertex lighting cases
-               if (transform)
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       if (r_waterripple.value)
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
                        {
-                               for (p=s->polys ; p ; p=p->next)
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
                                {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
                                        {
-                                               softwaretransform(v, temp);
-                                               transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
                                        }
-                                       transpolyend();
                                }
                        }
                        else
                        {
-                               for (p=s->polys ; p ; p=p->next)
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
                                {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
                                        {
-                                               softwaretransform(v, temp);
-                                               transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
                                        }
-                                       transpolyend();
                                }
                        }
                }
-               else
+       }
+}
+
+static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
+{
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       if (r_waterripple.value)
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
                        {
-                               for (p=s->polys ; p ; p=p->next)
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       transpolyend();
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
                                }
                        }
                        else
                        {
-                               for (p=s->polys ; p ; p=p->next)
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 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), 128, 128, 128, alpha);
-                                       transpolyend();
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
                                }
                        }
                }
        }
-       else
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+{
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ZERO;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               float *wv;
-               wv = wvert;
-               for (p = s->polys;p;p = p->next)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
                        {
-                               if (transform)
-                                       softwaretransform(v, wv);
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
                                else
-                                       VectorCopy(v, wv);
-                               if (r_waterripple.value)
-                                       wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                               wv[3] = wv[4] = wv[5] = 128.0f;
-                               wv += 6;
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
                        }
-               }
-               if (s->dlightframe == r_framecount)
-                       RSurf_Light(s->dlightbits, s->polys);
-               wv = wvert;
-               for (p=s->polys ; p ; p=p->next)
-               {
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
                }
        }
 }
 
-void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 {
-       int             i, lit = false, polys = 0, verts = 0;
-       float   *v;
-       glpoly_t *p;
-       wallpoly_t *wp;
-       wallvert_t *out;
-       wallvertcolor_t *outcolor;
-       // check for lightmap modification
-       if (s->cached_dlight
-        || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount)
-        || r_ambient.value != s->cached_ambient
-        || lighthalf != s->cached_lighthalf
-        || (r_dynamic.value
-        && ((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);
-       if (r_dlightmap.value || s->dlightframe != r_framecount)
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
        {
-               // LordHavoc: fast path version for no vertex lighting cases
-               wp = &wallpoly[currentwallpoly];
-               out = &wallvert[currentwallvert];
-               for (p = s->polys;p;p = p->next)
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
-                               return;
-                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
-                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
-                       wp->firstvert = currentwallvert;
-                       wp->numverts = p->numverts;
-                       wp->lit = lit;
-                       wp++;
-                       currentwallpoly++;
-                       currentwallvert += p->numverts;
-                       v = p->verts[0];
-                       if (transform)
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       if (currentrenderentity->effects & EF_FULLBRIGHT)
                        {
-                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+                               if (softwaretransform_complexity)
                                {
-                                       softwaretransform(v, out->vert);
-                                       out->vert[3] = v[3];
-                                       out->vert[4] = v[4];
-                                       out->vert[5] = v[5];
-                                       out->vert[6] = v[6];
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
                                }
                        }
                        else
                        {
-                               /*
-                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
                                {
-                                       VectorCopy(v, out->vert);
-                                       out->vert[3] = v[3];
-                                       out->vert[4] = v[4];
-                                       out->vert[5] = v[5];
-                                       out->vert[6] = v[6];
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->styles[0] != 255)
+                                       {
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
                                }
-                               */
-                               memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
-                               out += p->numverts;
                        }
                }
        }
+}
+
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
+{
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
        else
        {
-               float *wv;
-               wv = wvert;
-               for (p = s->polys;p;p = p->next)
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
                        {
-                               if (transform)
-                                       softwaretransform(v, wv);
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
                                else
-                                       VectorCopy(v, wv);
-                               wv[3] = wv[4] = wv[5] = 0.0f;
-                               wv += 6;
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
                        }
-                       verts += p->numverts;
-                       polys++;
-               }
-               if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
-                       return;
-               if ((!r_dlightmap.value) && s->dlightframe == r_framecount)
-                       lit = RSurf_Light(s->dlightbits, s->polys);
-               wv = wvert;
-               wp = &wallpoly[currentwallpoly];
-               out = &wallvert[currentwallvert];
-               outcolor = &wallvertcolor[currentwallvert];
-               currentwallpoly += polys;
-               for (p = s->polys;p;p = p->next)
-               {
-                       v = p->verts[0];
-                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
-                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
-                       wp->firstvert = currentwallvert;
-                       wp->numverts = p->numverts;
-                       wp->lit = lit;
-                       wp++;
-                       currentwallvert += p->numverts;
-                       for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
+                       else
                        {
-                               if (lit)
+                               if (softwaretransform_complexity)
                                {
-                                       if (lighthalf)
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                        {
-                                               outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
-                                               outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
-                                               outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
-                                               outcolor->a = 255;
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
                                        }
-                                       else
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                        {
-                                               outcolor->r = (byte) (bound(0, (int) wv[3], 255));
-                                               outcolor->g = (byte) (bound(0, (int) wv[4], 255));
-                                               outcolor->b = (byte) (bound(0, (int) wv[5], 255));
-                                               outcolor->a = 255;
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
                                        }
                                }
-                               out->vert[0] = wv[0];
-                               out->vert[1] = wv[1];
-                               out->vert[2] = wv[2];
-                               out->vert[3] = v[3];
-                               out->vert[4] = v[4];
-                               out->vert[5] = v[5];
-                               out->vert[6] = v[6];
                        }
                }
        }
 }
 
-// LordHavoc: transparent brush models
-extern float modelalpha;
-
-void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
 {
-       int i, alpha, size3;
-       float *v, *wv, scale;
-       glpoly_t *p;
-       byte *lm;
-       alpha = (int) (modelalpha * 255.0f);
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+
+       if (surf->dlightframe != r_framecount)
+               return;
+       if (currentrenderentity->effects & EF_FULLBRIGHT)
+               return;
+
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
        {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               if (RSurf_LightCheck(surf->dlightbits, mesh))
                {
-                       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)
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+
+                       if (R_Mesh_Draw_GetBuffer(&m))
                        {
-                               lm = (byte *)((long) s->samples + (int) v[7]);
-                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
-                               if (s->styles[1] != 255)
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorClear(outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (fogenabled)
                                {
-                                       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 (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
                                        {
-                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
-                                               if (s->styles[3] != 255)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
-                                               }
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
                                        }
                                }
+                               else if (cl != 1)
+                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                                               VectorScale(outc, cl, outc);
                        }
-                       wv += 6;
                }
        }
-       if (s->dlightframe == r_framecount)
-               RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1))
+}
+
+static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
+{
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               for (p = s->polys;p;p = p->next)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       v = p->verts[0];
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha);
-                       transpolyend();
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
                }
        }
-       else
+}
+
+static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
+{
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               for (p = s->polys;p;p = p->next)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       v = p->verts[0];
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
                }
        }
 }
 
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
 {
-       int                     i;
-       vec3_t          mins, maxs;
-       msurface_t      *s;
-       model_t         *clmodel;
-       int     rotated, vertexlit = false;
-       vec3_t          org;
-
-       currententity = e;
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
+       {
+               c_brush_polys++;
+               RSurfShader_Wall_Pass_BaseFullbright(surf);
+       }
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Wall_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Wall_Pass_Fog(surf);
+}
 
-       clmodel = e->render.model;
+static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
+{
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
+       {
+               c_brush_polys++;
+               RSurfShader_Wall_Pass_BaseVertex(surf);
+       }
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Wall_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Wall_Pass_Fog(surf);
+}
 
-       if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2])
+static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
+{
+       msurface_t *surf;
+       if (r_vertexsurfaces.integer)
        {
-               rotated = true;
-               for (i=0 ; i<3 ; i++)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-                       mins[i] = e->render.origin[i] - clmodel->radius;
-                       maxs[i] = e->render.origin[i] + clmodel->radius;
+                       c_brush_polys++;
+                       RSurfShader_Wall_Pass_BaseVertex(surf);
                }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               RSurfShader_Wall_Pass_Glow(surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_Fog(surf);
        }
-       else
+       else if (r_multitexture.integer)
        {
-               rotated = false;
-               VectorAdd (e->render.origin, clmodel->mins, mins);
-               VectorAdd (e->render.origin, clmodel->maxs, maxs);
-       }
-
-       if (R_VisibleCullBox (mins, maxs))
-               return;
-
-       c_bmodels++;
-
-       VectorSubtract (r_refdef.vieworg, e->render.origin, modelorg);
-       if (rotated)
-       {
-               vec3_t  temp;
-               vec3_t  forward, right, up;
-
-               VectorCopy (modelorg, temp);
-               AngleVectors (e->render.angles, forward, right, up);
-               modelorg[0] = DotProduct (temp, forward);
-               modelorg[1] = -DotProduct (temp, right);
-               modelorg[2] = DotProduct (temp, up);
+               if (r_dlightmap.integer)
+               {
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                       {
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseMTex(surf);
+                       }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
+               }
+               else
+               {
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                       {
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseMTex(surf);
+                       }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Light(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
+               }
        }
-
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
-
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       for (i = 0;i < MAX_DLIGHTS;i++)
+       else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
        {
-               if (!cl_dlights[i].radius)
-                       continue;
-
-               VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org);
-               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       c_brush_polys++;
+                       RSurfShader_Wall_Pass_BaseVertex(surf);
+               }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               RSurfShader_Wall_Pass_Glow(surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_Fog(surf);
        }
-       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1;
-
-       e->render.angles[0] = -e->render.angles[0];     // stupid quake bug
-       softwaretransformforentity (e);
-       e->render.angles[0] = -e->render.angles[0];     // stupid quake bug
-
-       // draw texture
-       for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
+       else
        {
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+               if (r_dlightmap.integer)
                {
-//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
-                       if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                               // sky and liquid don't need sorting (skypoly/transpoly)
-                               if (s->flags & SURF_DRAWSKY)
-                                       RSurf_DrawSky(s, true);
-                               else
-                                       RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseTexture(surf);
                        }
-                       else
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_BaseLightmap(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
+               }
+               else
+               {
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                               texture_t *t = R_TextureAnimation(s->texinfo->texture);
-                               if (vertexlit || s->texinfo->texture->transparent)
-                                       RSurf_DrawWallVertex(s, t, true, true);
-                               else
-                                       RSurf_DrawWall(s, t, true);
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseTexture(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_BaseLightmap(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Light(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
        }
-       UploadLightmaps();
 }
 
 /*
@@ -957,95 +1723,27 @@ void R_DrawBrushModel (entity_t *e)
 =============================================================
 */
 
-static byte *worldvis;
-extern cvar_t r_novis;
-
-void R_MarkLeaves (void)
-{
-       static float noviscache;
-       if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value)
-               return;
-
-       r_oldviewleaf = r_viewleaf;
-       noviscache = r_novis.value;
-
-       worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-}
-
-void R_SolidWorldNode ()
-{
-       int l;
-       mleaf_t *leaf;
-       msurface_t *surf, **mark, **endmark;
-
-       for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
-       {
-               if (/*leaf->efrags || */leaf->nummarksurfaces)
-               {
-                       if (R_CullBox(leaf->mins, leaf->maxs))
-                               continue;
-
-                       c_leafs++;
-
-                       leaf->visframe = r_framecount;
-
-                       // deal with model fragments in this leaf
-//                     if (leaf->efrags)
-//                             R_StoreEfrags (&leaf->efrags);
-
-                       if (leaf->nummarksurfaces)
-                       {
-                               mark = leaf->firstmarksurface;
-                               endmark = mark + leaf->nummarksurfaces;
-                               do
-                               {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
-                                       }
-                               }
-                               while (mark < endmark);
-                       }
-               }
-       }
-}
-
-/*
-// experimental and inferior to the other in recursion depth allowances
-void R_PortalWorldNode ()
+static void R_SolidWorldNode (void)
 {
-       int i, j;
-       mportal_t *p;
-       msurface_t *surf, **mark, **endmark;
-       mleaf_t *leaf, *llistbuffer[8192], **l, **llist;
-
-       leaf = r_viewleaf;
-       leaf->worldnodeframe = r_framecount;
-       l = llist = &llistbuffer[0];
-       *llist++ = r_viewleaf;
-       while (l < llist)
+       if (r_viewleaf->contents != CONTENTS_SOLID)
        {
-               leaf = *l++;
-
+               int portalstack;
+               mportal_t *p, *pstack[8192];
+               msurface_t *surf, **mark, **endmark;
+               mleaf_t *leaf;
+               // LordHavoc: portal-passage worldnode; follows portals leading
+               // outward from viewleaf, if a portal leads offscreen it is not
+               // followed, in indoor maps this can often cull a great deal of
+               // geometry away when pvs data is not present (useful with pvs as well)
+
+               leaf = r_viewleaf;
+               leaf->worldnodeframe = r_framecount;
+               portalstack = 0;
+       loc0:
                c_leafs++;
 
                leaf->visframe = r_framecount;
 
-               // deal with model fragments in this leaf
-       //      if (leaf->efrags)
-       //              R_StoreEfrags (&leaf->efrags);
-
                if (leaf->nummarksurfaces)
                {
                        mark = leaf->firstmarksurface;
@@ -1057,7 +1755,7 @@ void R_PortalWorldNode ()
                                if (surf->worldnodeframe == r_framecount)
                                        continue;
                                surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                {
                                        if (surf->flags & SURF_PLANEBACK)
                                                surf->visframe = r_framecount;
@@ -1075,37 +1773,114 @@ void R_PortalWorldNode ()
                p = leaf->portals;
                for (;p;p = p->next)
                {
-                       leaf = p->past;
-                       if (leaf->worldnodeframe != r_framecount)
+                       if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
                        {
-                               leaf->worldnodeframe = r_framecount;
-                               i = (leaf - cl.worldmodel->leafs) - 1;
-                               if ((worldvis[i>>3] & (1<<(i&7))) && R_NotCulledBox(leaf->mins, leaf->maxs))
-                                       *llist++ = leaf;
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
+                               {
+                                       leaf->worldnodeframe = r_framecount;
+                                       if (leaf->contents != CONTENTS_SOLID)
+                                       {
+                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
+                                               {
+                                                       p->visframe = r_framecount;
+                                                       pstack[portalstack++] = p;
+                                                       goto loc0;
+
+       loc1:
+                                                       p = pstack[--portalstack];
+                                               }
+                                       }
+                               }
                        }
                }
-       }
 
-       i = 0;
-       j = 0;
-       p = r_viewleaf->portals;
-       for (;p;p = p->next)
+               if (portalstack)
+                       goto loc1;
+       }
+       else
        {
-               j++;
-               if (p->past->worldnodeframe != r_framecount)
-                       i++;
+               mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
+               int nodestackpos = 0;
+               // LordHavoc: recursive descending worldnode; if portals are not
+               // available, this is a good last resort, can cull large amounts of
+               // geometry, but is more time consuming than portal-passage and renders
+               // things behind walls
+
+loc2:
+               if (R_NotCulledBox(node->mins, node->maxs))
+               {
+                       if (node->numsurfaces)
+                       {
+                               msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+                               if (PlaneDiff (r_origin, node->plane) < 0)
+                               {
+                                       for (;surf < surfend;surf++)
+                                       {
+                                               if (surf->flags & SURF_PLANEBACK)
+                                                       surf->visframe = r_framecount;
+                                       }
+                               }
+                               else
+                               {
+                                       for (;surf < surfend;surf++)
+                                       {
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surf->visframe = r_framecount;
+                                       }
+                               }
+                       }
+
+                       // recurse down the children
+                       if (node->children[0]->contents >= 0)
+                       {
+                               if (node->children[1]->contents >= 0)
+                               {
+                                       if (nodestackpos < 8192)
+                                               nodestack[nodestackpos++] = node->children[1];
+                                       node = node->children[0];
+                                       goto loc2;
+                               }
+                               else
+                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
+                               node = node->children[0];
+                               goto loc2;
+                       }
+                       else
+                       {
+                               ((mleaf_t *)node->children[0])->visframe = r_framecount;
+                               if (node->children[1]->contents >= 0)
+                               {
+                                       node = node->children[1];
+                                       goto loc2;
+                               }
+                               else if (nodestackpos > 0)
+                               {
+                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
+                                       node = nodestack[--nodestackpos];
+                                       goto loc2;
+                               }
+                       }
+               }
+               else if (nodestackpos > 0)
+               {
+                       node = nodestack[--nodestackpos];
+                       goto loc2;
+               }
        }
-       if (i)
-               Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, j);
 }
-*/
 
-void R_PortalWorldNode ()
+static int r_portalframecount = 0;
+
+static void R_PVSWorldNode()
 {
        int portalstack, i;
        mportal_t *p, *pstack[8192];
        msurface_t *surf, **mark, **endmark;
        mleaf_t *leaf;
+       qbyte *worldvis;
+
+       worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
 
        leaf = r_viewleaf;
        leaf->worldnodeframe = r_framecount;
@@ -1115,10 +1890,6 @@ loc0:
 
        leaf->visframe = r_framecount;
 
-       // deal with model fragments in this leaf
-//     if (leaf->efrags)
-//             R_StoreEfrags (&leaf->efrags);
-
        if (leaf->nummarksurfaces)
        {
                mark = leaf->firstmarksurface;
@@ -1130,7 +1901,7 @@ loc0:
                        if (surf->worldnodeframe == r_framecount)
                                continue;
                        surf->worldnodeframe = r_framecount;
-                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                        {
                                if (surf->flags & SURF_PLANEBACK)
                                        surf->visframe = r_framecount;
@@ -1145,25 +1916,27 @@ loc0:
        }
 
        // follow portals into other leafs
-       p = leaf->portals;
-       for (;p;p = p->next)
+       for (p = leaf->portals;p;p = p->next)
        {
-               leaf = p->past;
-               if (leaf->worldnodeframe != r_framecount)
+               if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
                {
-                       leaf->worldnodeframe = r_framecount;
-                       if (leaf->contents != CONTENTS_SOLID)
+                       leaf = p->past;
+                       if (leaf->worldnodeframe != r_framecount)
                        {
-                               i = (leaf - cl.worldmodel->leafs) - 1;
-                               if (worldvis[i>>3] & (1<<(i&7)))
+                               leaf->worldnodeframe = r_framecount;
+                               if (leaf->contents != CONTENTS_SOLID)
                                {
-                                       if (R_NotCulledBox(leaf->mins, leaf->maxs))
+                                       i = (leaf - cl.worldmodel->leafs) - 1;
+                                       if (worldvis[i>>3] & (1<<(i&7)))
                                        {
-                                               pstack[portalstack++] = p;
-                                               goto loc0;
+                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
+                                               {
+                                                       pstack[portalstack++] = p;
+                                                       goto loc0;
 
 loc1:
-                                               p = pstack[--portalstack];
+                                                       p = pstack[--portalstack];
+                                               }
                                        }
                                }
                        }
@@ -1172,461 +1945,276 @@ loc1:
 
        if (portalstack)
                goto loc1;
-
-       i = 0;
-       portalstack = 0;
-       p = r_viewleaf->portals;
-       for (;p;p = p->next)
-       {
-               portalstack++;
-               if (p->past->worldnodeframe != r_framecount)
-                       i++;
-       }
-       if (i)
-               Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, portalstack);
 }
 
-void R_DrawSurfaces (void)
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
+
+int Cshader_count = 5;
+Cshader_t *Cshaders[5] =
+{
+       &Cshader_wall_vertex,
+       &Cshader_wall_lightmap,
+       &Cshader_wall_fullbright,
+       &Cshader_water,
+       &Cshader_sky
+};
+
+void R_PrepareSurfaces(void)
 {
-       msurface_t      *surf, *endsurf;
-       texture_t       *t;
-       int vertex = gl_vertex.value;
+       int i, alttextures, texframe, framecount;
+       texture_t *t;
+       model_t *model;
+       msurface_t *surf;
 
-       surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
-       endsurf = surf + cl.worldmodel->nummodelsurfaces;
-       for (;surf < endsurf;surf++)
+       for (i = 0;i < Cshader_count;i++)
+               Cshaders[i]->chain = NULL;
+
+       model = currentrenderentity->model;
+       alttextures = currentrenderentity->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
+
+       for (i = 0;i < model->nummodelsurfaces;i++)
        {
+               surf = model->modelsortedsurfaces[i];
                if (surf->visframe == r_framecount)
                {
-                       c_faces++;
-                       if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
-                       {
-                               // sky and liquid don't need sorting (skypoly/transpoly)
-                               if (surf->flags & SURF_DRAWSKY)
-                                       RSurf_DrawSky(surf, false);
-                               else
-                                       RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
-                       }
-                       else
+                       if (surf->insertframe != r_framecount)
                        {
-                               t = R_TextureAnimation(surf->texinfo->texture);
-                               if (vertex)
-                                       RSurf_DrawWallVertex(surf, t, false, false);
+                               surf->insertframe = r_framecount;
+                               c_faces++;
+                               t = surf->texinfo->texture;
+                               if (t->animated)
+                               {
+                                       framecount = t->anim_total[alttextures];
+                                       if (framecount >= 2)
+                                               surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+                                       else
+                                               surf->currenttexture = t->anim_frames[alttextures][0];
+                               }
                                else
-                                       RSurf_DrawWall(surf, t, false);
+                                       surf->currenttexture = t;
                        }
+
+                       surf->chain = surf->shader->chain;
+                       surf->shader->chain = surf;
                }
        }
 }
 
-void R_DrawPortals()
+void R_DrawSurfaces (int type)
+{
+       int                     i;
+       Cshader_t       *shader;
+
+       for (i = 0;i < Cshader_count;i++)
+       {
+               shader = Cshaders[i];
+               if (shader->chain && shader->shaderfunc[type])
+                       shader->shaderfunc[type](shader->chain);
+       }
+}
+
+static float portalpointbuffer[256][3];
+
+void R_DrawPortals(void)
 {
-       int drawportals, i, r, g, b;
-       mleaf_t *leaf, *endleaf;
-       mportal_t *portal;
-       mvertex_t *point, *endpoint;
-       drawportals = (int)r_drawportals.value;
+       int drawportals, i;
+       mportal_t *portal, *endportal;
+       mvertex_t *point;
+       rmeshinfo_t m;
+       drawportals = r_drawportals.integer;
+
        if (drawportals < 1)
                return;
-       leaf = cl.worldmodel->leafs;
-       endleaf = leaf + cl.worldmodel->numleafs;
-       for (;leaf < endleaf;leaf++)
+
+       memset(&m, 0, sizeof(m));
+       m.transparent = true;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.vertex = &portalpointbuffer[0][0];
+       m.vertexstep = sizeof(float[3]);
+       m.ca = 0.125;
+       for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
        {
-               if (leaf->visframe == r_framecount && leaf->portals)
+               if (portal->visframe == r_portalframecount)
                {
-                       i = leaf - cl.worldmodel->leafs;
-                       r = (i & 0x0007) << 5;
-                       g = (i & 0x0038) << 2;
-                       b = (i & 0x01C0) >> 1;
-                       portal = leaf->portals;
-                       while (portal)
+                       if (portal->numpoints <= 256)
                        {
-                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
+                               i = portal - cl.worldmodel->portals;
+                               m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
+                               m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
+                               m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
                                point = portal->points;
-                               endpoint = point + portal->numpoints;
-                               for (;point < endpoint;point++)
-                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
-                               transpolyend();
-                               portal = portal->next;
+                               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+                               {
+                                       for (i = portal->numpoints - 1;i >= 0;i--)
+                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                               }
+                               else
+                               {
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                               }
+                               R_Mesh_DrawPolygon(&m, portal->numpoints);
                        }
                }
        }
 }
 
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_SetupForBModelRendering(void)
 {
-       entity_t        ent;
-
-       wateralpha = bound(0, r_wateralpha.value*255.0f, 255);
-
-       memset (&ent, 0, sizeof(ent));
-       ent.render.model = cl.worldmodel;
-       ent.render.colormod[0] = ent.render.colormod[1] = ent.render.colormod[2] = 1;
-       modelalpha = ent.render.alpha = 1;
-       ent.render.scale = 1;
+       int                     i;
+       msurface_t      *surf;
+       model_t         *model;
+       vec3_t          modelorg;
 
-       VectorCopy (r_refdef.vieworg, modelorg);
+       // because bmodels can be reused, we have to decide which things to render
+       // from scratch every time
 
-       currententity = &ent;
+       model = currentrenderentity->model;
 
-       softwaretransformidentity(); // LordHavoc: clear transform
+       softwaretransformforentity (currentrenderentity);
+       softwareuntransform(r_origin, modelorg);
 
-       if (cl.worldmodel)
+       for (i = 0;i < model->nummodelsurfaces;i++)
        {
-               if (r_viewleaf->contents == CONTENTS_SOLID)
-                       R_SolidWorldNode ();
+               surf = model->modelsortedsurfaces[i];
+               if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
+                       surf->visframe = r_framecount;
                else
-               {
-                       R_MarkLeaves ();
-                       R_PortalWorldNode ();
-               }
+                       surf->visframe = -1;
+               surf->worldnodeframe = -1;
+               surf->lightframe = -1;
+               surf->dlightframe = -1;
+               surf->insertframe = -1;
        }
-
-       R_PushDlights (); // now mark the lit surfaces
-
-       R_DrawSurfaces ();
-
-       R_DrawPortals ();
 }
 
-/*
-=============================================================================
-
-  LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
-
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, short *x, short *y)
+void R_SetupForWorldRendering(void)
 {
-       int             i, j;
-       int             best, best2;
-       int             texnum;
-
-       for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++)
-       {
-               best = BLOCK_HEIGHT;
-
-               for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
-               {
-                       best2 = 0;
+       // there is only one instance of the world, but it can be rendered in
+       // multiple stages
 
-                       for (j=0 ; j<w ; j++)
-                       {
-                               if (allocated[texnum][i+j] >= best)
-                                       break;
-                               if (allocated[texnum][i+j] > best2)
-                                       best2 = allocated[texnum][i+j];
-                       }
-                       if (j == w)
-                       {       // this is a valid spot
-                               *x = i;
-                               *y = best = best2;
-                       }
-               }
-
-               if (best + h > BLOCK_HEIGHT)
-                       continue;
-
-               if (nosubimagefragments || nosubimage)
-               {
-                       if (!lightmaps[texnum])
-                       {
-                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
-                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
-                       }
-               }
-               // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
-               else if (!allocated[texnum][0])
-               {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
-                       memset(blank, 0, sizeof(blank));
-                       if(r_upload.value)
-                       {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                               else
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
-                       }
-               }
-
-               for (i = 0;i < w;i++)
-                       allocated[texnum][*x + i] = best + h;
-
-               return texnum;
-       }
-
-       Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
-       return 0;
+       currentrenderentity = &cl_entities[0].render;
+       softwaretransformidentity();
 }
 
-
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
-
-int    nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+static void R_SurfMarkLights (void)
 {
-       int                     i, j, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = lnumverts;
-
-       for (i=0 ; i<lnumverts ; i++)
-       {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
+       int                     i;
+       msurface_t      *surf;
 
-               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];
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-
-               VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s / fa->texinfo->texture->width;
-               poly->verts[i][4] = t / fa->texinfo->texture->height;
-
-               //
-               // lightmap texture coordinates
-               //
-               s -= fa->texturemins[0];
-               t -= fa->texturemins[1];
-               s += 8;
-               t += 8;
-               // LordHavoc: calc lightmap data offset
-               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
-               poly->verts[i][7] = j;
-               s += fa->light_s*16;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t += fa->light_t*16;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               poly->verts[i][5] = s;
-               poly->verts[i][6] = t;
-       }
+       if (r_dynamic.integer)
+               R_MarkLights();
 
-       //
-       // remove co-linear points - Ed
-       //
-       /*
-       if (!gl_keeptjunctions.value)
+       if (!r_vertexsurfaces.integer)
        {
-               for (i = 0 ; i < lnumverts ; ++i)
+               for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
                {
-                       vec3_t v1, v2;
-                       float *prev, *this, *next;
-
-                       prev = poly->verts[(i + lnumverts - 1) % lnumverts];
-                       this = poly->verts[i];
-                       next = poly->verts[(i + 1) % lnumverts];
-
-                       VectorSubtract( this, prev, v1 );
-                       VectorNormalize( v1 );
-                       VectorSubtract( next, prev, v2 );
-                       VectorNormalize( v2 );
-
-                       // skip co-linear points
-                       #define COLINEAR_EPSILON 0.001
-                       if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
-                               (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+                       surf = currentrenderentity->model->modelsortedsurfaces[i];
+                       if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
                        {
-                               int j;
-                               for (j = i + 1; j < lnumverts; ++j)
+                               if (surf->cached_dlight
+                                || surf->cached_ambient != r_ambient.value
+                                || surf->cached_lightscalebit != lightscalebit)
+                                       R_BuildLightMap(surf, false); // base lighting changed
+                               else if (r_dynamic.integer)
                                {
-                                       int k;
-                                       for (k = 0; k < VERTEXSIZE; ++k)
-                                               poly->verts[j - 1][k] = poly->verts[j][k];
+                                       if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+                                        || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+                                        || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+                                        || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+                                               R_BuildLightMap(surf, false); // base lighting changed
+                                       else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                                               R_BuildLightMap(surf, true); // only dlights
                                }
-                               --lnumverts;
-                               ++nColinElim;
-                               // retry next vertex next time, which is now current vertex
-                               --i;
                        }
                }
        }
-       */
-       poly->numverts = lnumverts;
+}
+
+void R_MarkWorldLights(void)
+{
+       R_SetupForWorldRendering();
+       R_SurfMarkLights();
 }
 
 /*
-========================
-GL_CreateSurfaceLightmap
-========================
+=============
+R_DrawWorld
+=============
 */
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_DrawWorld (void)
 {
-       int             smax, tmax;
+       R_SetupForWorldRendering();
 
-       if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
-               return;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-
-       surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
-       if (nosubimage || nosubimagefragments)
-               return;
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
-       smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-       if (lightmaprgba)
-       {
-               R_BuildLightMap (surf, templight, smax * 4);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-       }
+       if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
+               R_SolidWorldNode ();
        else
-       {
-               R_BuildLightMap (surf, templight, smax * 3);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
-       }
+               R_PVSWorldNode ();
 }
 
-
 /*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
+=================
+R_DrawBrushModel
+=================
 */
-void GL_BuildLightmaps (void)
+void R_DrawBrushModelSky (void)
 {
-       int             i, j;
-       model_t *m;
+       R_SetupForBModelRendering();
 
-       memset (allocated, 0, sizeof(allocated));
+       R_PrepareSurfaces();
+       R_DrawSurfaces(SHADERSTAGE_SKY);
+}
 
-       r_framecount = 1;               // no dlightcache
+void R_DrawBrushModelNormal (void)
+{
+       c_bmodels++;
 
-       if (gl_nosubimagefragments.value)
-               nosubimagefragments = 1;
-       else
-               nosubimagefragments = 0;
+       // have to flush queue because of possible lightmap reuse
+       R_Mesh_Render();
 
-       if (gl_nosubimage.value)
-               nosubimage = 1;
-       else
-               nosubimage = 0;
+       R_SetupForBModelRendering();
 
-       if (gl_lightmaprgba.value)
-       {
-               lightmaprgba = true;
-               lightmapbytes = 4;
-       }
-       else
-       {
-               lightmaprgba = false;
-               lightmapbytes = 3;
-       }
+       R_SurfMarkLights();
 
-       // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
-       //            it needs to be aligned on 4 pixel boundaries...
-       //            so I implemented an adjustable lightmap alignment
-       if (gl_lightmapalign.value < 1)
-               gl_lightmapalign.value = 1;
-       if (gl_lightmapalign.value > 16)
-               gl_lightmapalign.value = 16;
-       lightmapalign = 1;
-       while (lightmapalign < gl_lightmapalign.value)
-               lightmapalign <<= 1;
-       gl_lightmapalign.value = lightmapalign;
-       lightmapalignmask = ~(lightmapalign - 1);
-       if (nosubimagefragments || nosubimage)
-       {
-               lightmapalign = 1;
-               lightmapalignmask = ~0;
-       }
+       R_PrepareSurfaces();
 
-       if (!lightmap_textures)
-               lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
+       if (!skyrendermasked)
+               R_DrawSurfaces(SHADERSTAGE_SKY);
+       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+}
 
-       for (j=1 ; j<MAX_MODELS ; j++)
-       {
-               m = cl.model_precache[j];
-               if (!m)
-                       break;
-               if (m->name[0] == '*')
-                       continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
-               for (i=0 ; i<m->numsurfaces ; i++)
-               {
-                       if ( m->surfaces[i].flags & SURF_DRAWTURB )
-                               continue;
-                       if ( m->surfaces[i].flags & SURF_DRAWSKY )
-                               continue;
-                       GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
-               }
-       }
+static void gl_surf_start(void)
+{
+}
 
-       if (nosubimage || nosubimagefragments)
-       {
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+1);
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
-               {
-                       if (!allocated[i][0])
-                               break;
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
-                       if(r_upload.value)
-                       {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                               else
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                       }
-               }
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+0);
-       }
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_vertexsurfaces);
+       Cvar_RegisterVariable(&r_dlightmap);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_floatbuildlightmap);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }