]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
texcoord arrays are now 3 component (padded to 4 floats)
[xonotic/darkplaces.git] / model_brush.c
index 51538971121534d932ea03e58090d99f046d8903..44bb23ffca98aa5fac17d5c399e1aa70f0ba8bf2 100644 (file)
@@ -426,6 +426,8 @@ static void Mod_LoadTextures (lump_t *l)
                else
                {
                        tx->flags |= SURF_LIGHTMAP;
+                       if (!tx->fogtexture)
+                               tx->flags |= SURF_CLIPSOLID;
                        tx->shader = &Cshader_wall_lightmap;
                }
 
@@ -663,6 +665,950 @@ void Mod_LoadLightList(void)
 }
 
 
+
+/*
+// svbspmesh_t is in model_brush.h
+
+typedef struct svbsppolygon_s
+{
+       struct svbsppolygon_s *next;
+       int numverts;
+       float *verts;
+       float normal[3], dist;
+}
+svbsppolygon_t;
+
+typedef struct svbspnode_s
+{
+       // true if this is a leaf (has no children), not a node
+       int isleaf;
+       // (shared) parent node
+       struct svbspnode_s *parent;
+       // (leaf) dark or lit leaf
+       int dark;
+       // (leaf) polygons bounding this leaf
+       svbsppolygon_t *polygons;
+       // (node) children
+       struct svbspnode_s *children[2];
+       // (node) splitting plane
+       float normal[3], dist;
+}
+svbspnode_t;
+
+svbspnode_t *Mod_SVBSP_AllocNode(svbspnode_t *parent, svbspnode_t *child0, svbspnode_t *child1, float *normal, float dist)
+{
+       svbspnode_t *node;
+       node = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
+       node->parent = parent;
+       node->children[0] = child0;
+       node->children[1] = child1;
+       VectorCopy(normal, node->normal);
+       node->dist = dist;
+       return node;
+}
+
+svbspnode_t *Mod_SVBSP_AllocLeaf(svbspnode_t *parent, int dark)
+{
+       svbspnode_t *leaf;
+       leaf = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
+       leaf->isleaf = true;
+       leaf->parent = parent;
+       leaf->dark = dark;
+       return leaf;
+}
+
+svbspnode_t *Mod_SVBSP_NewTree(void)
+{
+       return Mod_SVBSP_AllocLeaf(NULL, false);
+}
+
+void Mod_SVBSP_FreeTree(svbspnode_t *node)
+{
+       if (!node->isleaf)
+       {
+               Mod_SVBSP_FreeTree(node->children[0]);
+               Mod_SVBSP_FreeTree(node->children[1]);
+       }
+       Mem_Free(node);
+}
+
+void Mod_SVBSP_RecursiveAddPolygon(svbspnode_t *node, int numverts, float *verts, float *normal, float dist, int constructmode)
+{
+       int i, j, numvertsfront, numvertsback, maxverts, counts[3];
+       float *vertsfront, *vertsback, *v, d, temp[3];
+       float dists[4096];
+       qbyte sides[4096];
+       svbsppolygon_t *poly;
+       if (node->isleaf)
+       {
+               if (constructmode == 0)
+               {
+                       // construct tree structure
+                       node->isleaf = false;
+                       node->children[0] = Mod_SVBSP_AllocLeaf(node, false);
+                       node->children[1] = Mod_SVBSP_AllocLeaf(node, false);
+                       VectorCopy(normal, node->normal);
+                       node->dist = dist;
+               }
+               else if (constructmode == 1)
+               {
+                       // mark dark leafs
+                       node->dark = true;
+               }
+               else
+               {
+                       // link polygons into lit leafs only (this is the optimization)
+                       if (!node->dark)
+                       {
+                               poly = Mem_Alloc(loadmodel->mempool, sizeof(svbsppolygon_t) + numverts * sizeof(float[3]));
+                               poly->numverts = numverts;
+                               poly->verts = (float *)(poly + 1);
+                               VectorCopy(normal, poly->normal);
+                               poly->dist = dist;
+                               memcpy(poly->verts, verts, numverts * sizeof(float[3]));
+                               poly->next = node->polygons;
+                               node->polygons = poly;
+                       }
+               }
+       }
+       else
+       {
+               counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
+               for (i = 0, v = verts;i < numverts;i++, v += 3)
+               {
+                       dists[i] = DotProduct(v, node->normal) - node->dist;
+                       if (dists[i] >= 0.1)
+                               sides[i] = SIDE_FRONT;
+                       else if (dists[i] <= -0.1)
+                               sides[i] = SIDE_BACK;
+                       else
+                               sides[i] = SIDE_ON;
+                       counts[sides[i]]++;
+               }
+               if (counts[SIDE_FRONT] && counts[SIDE_BACK])
+               {
+                       // some front, some back...  sliced
+                       numvertsfront = 0;
+                       numvertsback = 0;
+                       // this is excessive, but nice for safety...
+                       maxverts = numverts + 4;
+                       vertsfront = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                       vertsback = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                       for (i = 0, j = numverts - 1;i < numverts;j = i, i++)
+                       {
+                               if (sides[j] == SIDE_FRONT)
+                               {
+                                       VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
+                                       numvertsfront++;
+                                       if (sides[i] == SIDE_BACK)
+                                       {
+                                               d = dists[j] / (dists[j] - dists[i]);
+                                               VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
+                                               VectorMA(&verts[j * 3], d, temp, temp);
+                                               VectorCopy(temp, &vertsfront[numvertsfront * 3]);
+                                               VectorCopy(temp, &vertsback[numvertsback * 3]);
+                                               numvertsfront++;
+                                               numvertsback++;
+                                       }
+                               }
+                               else if (sides[j] == SIDE_BACK)
+                               {
+                                       VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
+                                       numvertsback++;
+                                       if (sides[i] == SIDE_FRONT)
+                                       {
+                                               d = dists[j] / (dists[j] - dists[i]);
+                                               VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
+                                               VectorMA(&verts[j * 3], d, temp, temp);
+                                               VectorCopy(temp, &vertsfront[numvertsfront * 3]);
+                                               VectorCopy(temp, &vertsback[numvertsback * 3]);
+                                               numvertsfront++;
+                                               numvertsback++;
+                                       }
+                               }
+                               else
+                               {
+                                       VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
+                                       VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
+                                       numvertsfront++;
+                                       numvertsback++;
+                               }
+                       }
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[1], numvertsfront, vertsfront, normal, dist, constructmode);
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[0], numvertsback, vertsback, normal, dist, constructmode);
+                       Mem_Free(vertsfront);
+                       Mem_Free(vertsback);
+               }
+               else if (counts[SIDE_BACK])
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[0], numverts, verts, normal, dist, constructmode);
+               else if (counts[SIDE_FRONT])
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[1], numverts, verts, normal, dist, constructmode);
+               else
+               {
+                       // mode 0 is constructing tree, don't make unnecessary splits
+                       if (constructmode == 1)
+                       {
+                               // marking dark leafs
+                               // send it down the side it is not facing
+                               Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) < 0], numverts, verts, normal, dist, constructmode);
+                       }
+                       else if (constructmode == 2)
+                       {
+                               // linking polygons into lit leafs only
+                               // send it down the side it is facing
+                               Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) >= 0], numverts, verts, normal, dist, constructmode);
+                       }
+               }
+       }
+}
+
+int svbsp_count_nodes;
+int svbsp_count_leafs;
+int svbsp_count_polygons;
+int svbsp_count_darkleafs;
+int svbsp_count_originalpolygons;
+int svbsp_count_meshs;
+int svbsp_count_triangles;
+int svbsp_count_vertices;
+
+void Mod_SVBSP_AddPolygon(svbspnode_t *root, int numverts, float *verts, int constructmode, float *test, int linenumber)
+{
+       int i;
+       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+       svbsp_count_originalpolygons++;
+       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+       {
+               VectorSubtract(v0, v1, dir0);
+               VectorSubtract(v2, v1, dir1);
+               CrossProduct(dir0, dir1, normal);
+               if (DotProduct(normal, normal) >= 0.1)
+                       break;
+       }
+       if (i == numverts)
+               return;
+       VectorNormalize(normal);
+       dist = DotProduct(verts, normal);
+       if (test && DotProduct(test, normal) > dist + 0.1)
+               Con_Printf("%i %f %f %f %f : %f %f %f %f\n", linenumber, normal[0], normal[1], normal[2], dist, test[0], test[1], test[2], DotProduct(test, normal));
+       Mod_SVBSP_RecursiveAddPolygon(root, numverts, verts, normal, dist, constructmode);
+}
+
+void Mod_SVBSP_RecursiveGatherStats(svbspnode_t *node)
+{
+       svbsppolygon_t *poly;
+       for (poly = node->polygons;poly;poly = poly->next)
+               svbsp_count_polygons++;
+       if (node->isleaf)
+       {
+               svbsp_count_leafs++;
+               if (node->dark)
+                       svbsp_count_darkleafs++;
+       }
+       else
+       {
+               svbsp_count_nodes++;
+               Mod_SVBSP_RecursiveGatherStats(node->children[0]);
+               Mod_SVBSP_RecursiveGatherStats(node->children[1]);
+       }
+}
+
+svbspmesh_t *Mod_SVBSP_AllocMesh(int maxverts)
+{
+       svbspmesh_t *mesh;
+       mesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]));
+       mesh->maxverts = maxverts;
+       mesh->maxtriangles = maxverts;
+       mesh->numverts = 0;
+       mesh->numtriangles = 0;
+       mesh->verts = (float *)(mesh + 1);
+       mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
+       return mesh;
+}
+
+svbspmesh_t *Mod_SVBSP_ReAllocMesh(svbspmesh_t *oldmesh)
+{
+       svbspmesh_t *newmesh;
+       newmesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]));
+       newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
+       newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
+       newmesh->verts = (float *)(newmesh + 1);
+       newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
+       memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
+       memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
+       return newmesh;
+}
+
+void Mod_SVBSP_RecursiveBuildTriangleMeshs(svbspmesh_t *firstmesh, svbspnode_t *node)
+{
+       svbsppolygon_t *poly;
+       svbspmesh_t *mesh;
+       int i, j, k;
+       float *v, *m, temp[3];
+       if (node->isleaf)
+       {
+               for (poly = node->polygons;poly;poly = poly->next)
+               {
+                       mesh = firstmesh;
+                       while (poly->numverts + mesh->numverts > mesh->maxverts || (poly->numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+                       {
+                               if (mesh->next == NULL)
+                                       mesh->next = Mod_SVBSP_AllocMesh(max(1000, poly->numverts));
+                               mesh = mesh->next;
+                       }
+                       for (i = 0, v = poly->verts;i < poly->numverts - 2;i++, v += 3)
+                       {
+                               for (k = 0;k < 3;k++)
+                               {
+                                       if (k == 0)
+                                               v = poly->verts;
+                                       else if (k == 1)
+                                               v = poly->verts + (i + 1) * 3;
+                                       else if (k == 2)
+                                               v = poly->verts + (i + 2) * 3;
+                                       for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
+                                       {
+                                               VectorSubtract(v, m, temp);
+                                               if (DotProduct(temp, temp) < 0.1)
+                                                       break;
+                                       }
+                                       if (j == mesh->numverts)
+                                       {
+                                               mesh->numverts++;
+                                               VectorCopy(v, m);
+                                       }
+                                       mesh->elements[mesh->numtriangles * 3 + k] = j;
+                               }
+                               mesh->numtriangles++;
+                       }
+               }
+       }
+       else
+       {
+               Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[0]);
+               Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[1]);
+       }
+}
+
+svbspmesh_t *Mod_SVBSP_BuildTriangleMeshs(svbspnode_t *root, vec3_t mins, vec3_t maxs)
+{
+       svbspmesh_t *firstmesh, *mesh, *newmesh, *nextmesh;
+       int i;
+       float *v;
+       firstmesh = Mod_SVBSP_AllocMesh(1000);
+       Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, root);
+       // reallocate meshs to conserve space
+       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+       {
+               svbsp_count_meshs++;
+               svbsp_count_triangles += mesh->numtriangles;
+               svbsp_count_vertices += mesh->numverts;
+
+               // calculate bbox
+               if (firstmesh == NULL)
+               {
+                       VectorCopy(mesh->verts, mins);
+                       VectorCopy(mesh->verts, maxs);
+               }
+               for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+               {
+                       if (mins[0] > v[0]) mins[0] = v[0];if (maxs[0] < v[0]) maxs[0] = v[0];
+                       if (mins[1] > v[1]) mins[1] = v[1];if (maxs[1] < v[1]) maxs[1] = v[1];
+                       if (mins[2] > v[2]) mins[2] = v[2];if (maxs[2] < v[2]) maxs[2] = v[2];
+               }
+
+               nextmesh = mesh->next;
+               newmesh = Mod_SVBSP_ReAllocMesh(mesh);
+               newmesh->next = firstmesh;
+               firstmesh = newmesh;
+               Mem_Free(mesh);
+       }
+       return firstmesh;
+}
+
+void Mod_SVBSP_FreeTriangleMeshs(svbspmesh_t *mesh)
+{
+       svbspmesh_t *nextmesh;
+       for (;mesh;mesh = nextmesh)
+       {
+               nextmesh = mesh->next;
+               Mem_Free(mesh);
+       }
+}
+*/
+
+typedef struct svpolygon_s
+{
+       struct svpolygon_s *next;
+       int maxverts;
+       int numverts;
+       float *verts;
+       float normal[3], dist;
+}
+svpolygon_t;
+
+typedef struct svbrush_s
+{
+       struct svbrush_s *next;
+       svpolygon_t *polygons;
+       vec3_t mins, maxs;
+}
+svbrush_t;
+
+typedef struct svworld_s
+{
+       svbrush_t *brushs;
+}
+svworld_t;
+
+svworld_t *Mod_ShadowBrush_NewWorld(mempool_t *mempool)
+{
+       return Mem_Alloc(mempool, sizeof(svworld_t));
+}
+
+void Mod_ShadowBrush_FreeWorld(svworld_t *world)
+{
+       svbrush_t *brush, *brushnext;
+       svpolygon_t *poly, *polynext;
+       for (brush = world->brushs;brush;brush = brushnext)
+       {
+               brushnext = brush->next;
+               for (poly = brush->polygons;poly;poly = polynext)
+               {
+                       polynext = poly->next;
+                       Mem_Free(poly);
+               }
+               Mem_Free(brush);
+       }
+       Mem_Free(world);
+}
+
+svbrush_t *Mod_ShadowBrush_BeginBrush(mempool_t *mempool)
+{
+       return Mem_Alloc(mempool, sizeof(svbrush_t));
+}
+
+void Mod_ShadowBrush_AddPolygon(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
+{
+       int i;
+       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+       svpolygon_t *poly;
+       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+       {
+               VectorSubtract(v0, v1, dir0);
+               VectorSubtract(v2, v1, dir1);
+               CrossProduct(dir0, dir1, normal);
+               if (DotProduct(normal, normal) >= 0.1)
+                       break;
+       }
+       if (i == numverts)
+               return;
+       VectorNormalize(normal);
+       dist = DotProduct(verts, normal);
+
+       poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
+       poly->numverts = numverts;
+       poly->verts = (float *)(poly + 1);
+       VectorCopy(normal, poly->normal);
+       poly->dist = dist;
+       poly->next = brush->polygons;
+       brush->polygons = poly;
+       memcpy(poly->verts, verts, numverts * sizeof(float[3]));
+}
+
+void Mod_ShadowBrush_EndBrush(svworld_t *world, svbrush_t *brush)
+{
+       int i;
+       float *v;
+       svpolygon_t *poly;
+       if (!brush->polygons)
+       {
+               Mem_Free(brush);
+               return;
+       }
+       brush->next = world->brushs;
+       world->brushs = brush;
+       VectorCopy(brush->polygons->verts, brush->mins);
+       VectorCopy(brush->polygons->verts, brush->maxs);
+       for (poly = brush->polygons;poly;poly = poly->next)
+       {
+               for (i = 0, v = poly->verts;i < poly->numverts;i++, v += 3)
+               {
+                       if (brush->mins[0] > v[0]) brush->mins[0] = v[0];if (brush->maxs[0] < v[0]) brush->maxs[0] = v[0];
+                       if (brush->mins[1] > v[1]) brush->mins[1] = v[1];if (brush->maxs[1] < v[1]) brush->maxs[1] = v[1];
+                       if (brush->mins[2] > v[2]) brush->mins[2] = v[2];if (brush->maxs[2] < v[2]) brush->maxs[2] = v[2];
+               }
+       }
+}
+
+void Mod_ShadowBrush_ProcessWorld(mempool_t *mempool, svworld_t *world)
+{
+       /*
+       for (clipbrush = world->brushs;clipbrush;clipbrush = clipbrush->next)
+       {
+               for (brush = world->brushs;brush;brush = brush->next)
+               {
+                       if (brush != clipbrush
+                        && brush->mins[0] <= clipbrush->maxs[0]
+                        && brush->maxs[0] >= clipbrush->mins[0]
+                        && brush->mins[1] <= clipbrush->maxs[1]
+                        && brush->maxs[1] >= clipbrush->mins[1]
+                        && brush->mins[2] <= clipbrush->maxs[2]
+                        && brush->maxs[2] >= clipbrush->mins[2])
+                               continue;
+                       for (poly = brush->polygons;poly;poly = poly->next)
+                       {
+
+                       }
+               }
+       }
+       */
+}
+
+shadowmesh_t *Mod_ShadowBrush_BuildMeshs(mempool_t *mempool, svworld_t *world)
+{
+       shadowmesh_t *mesh;
+       svbrush_t *brush;
+       svpolygon_t *poly;
+       mesh = Mod_ShadowMesh_Begin(mempool);
+       for (brush = world->brushs;brush;brush = brush->next)
+               for (poly = brush->polygons;poly;poly = poly->next)
+                       Mod_ShadowMesh_AddPolygon(mempool, mesh, poly->numverts, poly->verts);
+       mesh = Mod_ShadowMesh_Finish(mempool, mesh);
+       return mesh;
+}
+
+void Mod_ProcessLightList(void)
+{
+       int j, k, *mark, lnum;
+       mlight_t *e;
+       msurface_t *surf;
+       float dist;
+       mleaf_t *leaf;
+       qbyte *pvs;
+       for (lnum = 0, e = loadmodel->lights;lnum < loadmodel->numlights;lnum++, e++)
+       {
+               e->cullradius2 = DotProduct(e->light, e->light) * (1.0f / (8192.0f * 8192.0f)) / (e->falloff * e->falloff) + 4096.0f;
+               if (e->cullradius2 > 4096.0f * 4096.0f)
+                       e->cullradius2 = 4096.0f * 4096.0f;
+               e->cullradius = sqrt(e->cullradius2);
+               leaf = Mod_PointInLeaf(e->origin, loadmodel);
+               if (leaf->compressed_vis)
+                       pvs = Mod_DecompressVis (leaf->compressed_vis, loadmodel);
+               else
+                       pvs = mod_novis;
+               for (j = 0;j < loadmodel->numsurfaces;j++)
+                       loadmodel->surfacevisframes[j] = -1;
+               for (j = 0, leaf = loadmodel->leafs + 1;j < loadmodel->numleafs - 1;j++, leaf++)
+               {
+                       if (pvs[j >> 3] & (1 << (j & 7)))
+                       {
+                               for (k = 0, mark = leaf->firstmarksurface;k < leaf->nummarksurfaces;k++, mark++)
+                               {
+                                       surf = loadmodel->surfaces + *mark;
+                                       if (surf->number != *mark)
+                                               Con_Printf("%d != %d\n", surf->number, *mark);
+                                       dist = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               dist = -dist;
+                                       if (dist > 0 && dist < e->cullradius)
+                                               loadmodel->surfacevisframes[*mark] = -2;
+                               }
+                       }
+               }
+               // build list of light receiving surfaces
+               e->numsurfaces = 0;
+               for (j = 0;j < loadmodel->numsurfaces;j++)
+                       if (loadmodel->surfacevisframes[j] == -2)
+                               e->numsurfaces++;
+               e->surfaces = NULL;
+               if (e->numsurfaces > 0)
+               {
+                       e->surfaces = Mem_Alloc(loadmodel->mempool, sizeof(msurface_t *) * e->numsurfaces);
+                       e->numsurfaces = 0;
+                       for (j = 0;j < loadmodel->numsurfaces;j++)
+                               if (loadmodel->surfacevisframes[j] == -2)
+                                       e->surfaces[e->numsurfaces++] = loadmodel->surfaces + j;
+               }
+               {
+               // find bounding box and sphere of lit surfaces
+               // (these will be used for creating a shape to clip the light)
+               float *v, temp[3], radius2;
+               radius2 = 0;
+               for (j = 0;j < e->numsurfaces;j++)
+               {
+                       surf = e->surfaces[j];
+                       if (j == 0)
+                       {
+                               VectorCopy(surf->poly_verts, e->mins);
+                               VectorCopy(surf->poly_verts, e->maxs);
+                       }
+                       for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
+                       {
+                               if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
+                               if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
+                               if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
+                               VectorSubtract(v, e->origin, temp);
+                               dist = DotProduct(temp, temp);
+                               if (radius2 < dist)
+                                       radius2 = dist;
+                       }
+               }
+               /*
+               if (e->cullradius2 > radius2)
+               {
+                       e->cullradius2 = radius2;
+                       e->cullradius = sqrt(e->cullradius2);
+               }
+               */
+               }
+#if 1
+               // clip shadow volumes against eachother to remove unnecessary
+               // polygons (and sections of polygons)
+               {
+                       vec3_t temp, outermins, outermaxs, innermins, innermaxs;
+                       int maxverts = 4;
+                       float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                       float f, *v0, *v1, projectdistance;
+                       svworld_t *svworld;
+                       svbrush_t *svbrush;
+
+                       innermins[0] = e->mins[0] - 1;
+                       innermins[1] = e->mins[1] - 1;
+                       innermins[2] = e->mins[2] - 1;
+                       innermaxs[0] = e->maxs[0] + 1;
+                       innermaxs[1] = e->maxs[1] + 1;
+                       innermaxs[2] = e->maxs[2] + 1;
+                       outermins[0] = loadmodel->normalmins[0] - 1;
+                       outermins[1] = loadmodel->normalmins[1] - 1;
+                       outermins[2] = loadmodel->normalmins[2] - 1;
+                       outermaxs[0] = loadmodel->normalmaxs[0] + 1;
+                       outermaxs[1] = loadmodel->normalmaxs[1] + 1;
+                       outermaxs[2] = loadmodel->normalmaxs[2] + 1;
+                       svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
+                       for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+                       {
+                               if (!(surf->flags & SURF_CLIPSOLID))
+                                       continue;
+                               f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                               if (surf->flags & SURF_PLANEBACK)
+                                       f = -f;
+                               projectdistance = e->cullradius + f;
+                               if (projectdistance < 0.1 || projectdistance > e->cullradius)
+                                       continue;
+                               VectorSubtract(e->origin, surf->poly_center, temp);
+                               if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+                                       continue;
+                               if (maxverts < surf->poly_numverts)
+                               {
+                                       maxverts = surf->poly_numverts;
+                                       if (verts)
+                                               Mem_Free(verts);
+                                       verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                               }
+                               svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                               // copy the original polygon, reversed, for the front cap of the volume
+                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                                       VectorCopy(v0, v1);
+                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               // project the original polygon, for the back cap of the volume
+                               for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                               {
+                                       VectorSubtract(v0, e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(v0, projectdistance, temp, v1);
+                               }
+                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               // project the shadow volume sides
+                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                               {
+                                       VectorCopy(v0, &verts[0]);
+                                       VectorCopy(v1, &verts[3]);
+                                       VectorCopy(v1, &verts[6]);
+                                       VectorCopy(v0, &verts[9]);
+                                       VectorSubtract(&verts[6], e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                       VectorSubtract(&verts[9], e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                               }
+                               Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       }
+                       // add bounding box around the whole shadow volume set,
+                       // facing inward to limit light area, with an outer bounding box
+                       // facing outward (this is needed by the shadow rendering method)
+                       // X major
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermaxs[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermaxs[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermaxs[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermaxs[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // X minor
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermins[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermins[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermins[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermins[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Y major
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermins[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermins[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermaxs[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermaxs[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Y minor
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermins[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermins[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermaxs[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermaxs[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Z major
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermaxs[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermaxs[2];
+                       verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermaxs[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermaxs[2];
+                       verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Z minor
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermins[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermins[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermins[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // clip away hidden polygons
+                       Mod_ShadowBrush_ProcessWorld(loadmodel->mempool, svworld);
+                       // build the triangle mesh
+                       e->shadowvolume = Mod_ShadowBrush_BuildMeshs(loadmodel->mempool, svworld);
+                       Mod_ShadowBrush_FreeWorld(svworld);
+               }
+#elif 0
+               // build svbsp (shadow volume bsp)
+               {
+                       int maxverts = 0, constructmode;
+                       float *verts = NULL, projectdistance, *v0, *v1, f, temp[3];
+                       svbspnode_t *svbsproot;
+                       svbsproot = Mod_SVBSP_NewTree();
+                       // we do this in three stages:
+                       // 1. construct the svbsp structure
+                       // 2. mark which leafs are dark (shadow)
+                       // 3. link polygons into only leafs that are not dark
+                       // this results in polygons that are only on the outside of the
+                       // shadow volume, removing polygons that are inside the shadow
+                       // volume (which waste time)
+                       for (constructmode = 0;constructmode < 3;constructmode++)
+                       {
+                               svbsp_count_originalpolygons = 0;
+#if 1
+                               for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+                               {
+                                       if (!(surf->flags & SURF_CLIPSOLID))
+                                               continue;
+                                       /*
+                                       if (surf->poly_maxs[0] < e->mins[0]
+                                        || surf->poly_mins[0] > e->maxs[0]
+                                        || surf->poly_maxs[1] < e->mins[1]
+                                        || surf->poly_mins[1] > e->maxs[1]
+                                        || surf->poly_maxs[2] < e->mins[2]
+                                        || surf->poly_mins[2] > e->maxs[2])
+                                               continue;
+                                       */
+                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               f = -f;
+                                       projectdistance = e->cullradius + f;
+                                       if (projectdistance < 0.1 || projectdistance > e->cullradius)
+                                               continue;
+                                       /*
+                                       // find the nearest vertex of the projected volume
+                                       for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+                                       {
+                                               VectorSubtract(v0, e->origin, temp);
+                                               VectorNormalize(temp);
+                                               if (maxdist00 > v0[0] - e->origin[0]) maxdist00 = v0[0] - e->origin[0];
+                                               if (maxdist01 < e->origin[0] - v0[0]) maxdist01 = e->origin[0] - v0[0];
+                                               if (maxdist10 > v0[1] - e->origin[1]) maxdist10 = v0[1] - e->origin[1];
+                                               if (maxdist11 < e->origin[1] - v0[1]) maxdist11 = e->origin[1] - v0[1];
+                                               if (maxdist20 > v0[2] - e->origin[2]) maxdist20 = v0[2] - e->origin[2];
+                                               if (maxdist21 < e->origin[2] - v0[2]) maxdist21 = e->origin[2] - v0[2];
+                                               dist =
+
+                                               dist = DotProduct(temp, temp);
+                                               if (bestdist > dist)
+                                               {
+                                                       bestdist = dist;
+                                                       VectorCopy(temp, bestvec);
+                                               }
+                                       }
+                                       projectdistance = e->cullradius - sqrt(bestdist);
+                                       if (projectdistance < 0.1)
+                                               continue;
+                                       for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+                                       {
+                                               VectorNormalize(temp);
+                                               if (temp[0] > 0)
+                                               {
+                                                       dist = (e->maxs[0] - e->origin[0]) / temp[0];
+                                                       if (maxdist >
+                                               }
+                                               else if (temp[0] < 0)
+                                                       dist = (e->mins[0] - e->origin[0]) / temp[0];
+                                               dist =
+                                               VectorMA(v0, projectdistance, temp, temp);
+                                               dist = (temp[0]
+                                               VectorSubtract(temp, e->origin,
+                                       }
+                                       */
+                                       VectorSubtract(e->origin, surf->poly_center, temp);
+                                       if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+                                               continue;
+                                       if (maxverts < surf->poly_numverts)
+                                       {
+                                               maxverts = surf->poly_numverts;
+                                               if (verts)
+                                                       Mem_Free(verts);
+                                               verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                                       }
+                                       // copy the original polygon, reversed, for the front cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                                               VectorCopy(v0, v1);
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the original polygon, for the back cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                                       {
+                                               VectorSubtract(v0, e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(v0, projectdistance, temp, v1);
+                                       }
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the shadow volume sides
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                                       {
+                                               VectorCopy(v0, &verts[0]);
+                                               VectorCopy(v1, &verts[3]);
+                                               VectorCopy(v1, &verts[6]);
+                                               VectorCopy(v0, &verts[9]);
+                                               VectorSubtract(&verts[6], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                               VectorSubtract(&verts[9], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                               Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+                                       }
+                               }
+#else
+                               for (j = 0;j < e->numsurfaces;j++)
+                               {
+                                       surf = e->surfaces[j];
+                                       if (!(surf->flags & SURF_CLIPSOLID))
+                                               continue;
+                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               f = -f;
+                                       projectdistance = e->cullradius - f;
+                                       if (projectdistance < 0.1 || projectdistance > e->cullradius)
+                                               continue;
+                                       VectorSubtract(e->origin, surf->poly_center, temp);
+                                       if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+                                               continue;
+                                       if (maxverts < surf->poly_numverts)
+                                       {
+                                               maxverts = surf->poly_numverts;
+                                               if (verts)
+                                                       Mem_Free(verts);
+                                               verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                                       }
+                                       // copy the original polygon, for the front cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                                               VectorCopy(v0, v1);
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the original polygon, reversed, for the back cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                                       {
+                                               VectorSubtract(v0, e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(v0, projectdistance, temp, v1);
+                                       }
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the shadow volume sides
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                                       {
+                                               VectorCopy(v1, &verts[0]);
+                                               VectorCopy(v0, &verts[3]);
+                                               VectorCopy(v0, &verts[6]);
+                                               VectorCopy(v1, &verts[9]);
+                                               VectorSubtract(&verts[6], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                               VectorSubtract(&verts[9], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                               Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+                                       }
+                               }
+#endif
+                       }
+                       if (verts)
+                               Mem_Free(verts);
+
+                       svbsp_count_nodes = 0;
+                       svbsp_count_leafs = 0;
+                       svbsp_count_polygons = 0;
+                       svbsp_count_darkleafs = 0;
+                       svbsp_count_meshs = 0;
+                       svbsp_count_triangles = 0;
+                       svbsp_count_vertices = 0;
+                       e->shadowvolume = Mod_SVBSP_BuildTriangleMeshs(svbsproot, e->shadowvolumemins, e->shadowvolumemaxs);
+                       Mod_SVBSP_RecursiveGatherStats(svbsproot);
+                       Mod_SVBSP_FreeTree(svbsproot);
+                       Con_Printf("light %d (radius %d) has %d surfaces, svbsp contains %d nodes, %d leafs, %d are dark (%d%%), %d original polygons, %d polygons stored (%d%%), %d meshs %d vertices %d triangles\n", lnum, (int)e->cullradius, e->numsurfaces, svbsp_count_nodes, svbsp_count_leafs, svbsp_count_darkleafs, svbsp_count_leafs ? (100 * svbsp_count_darkleafs / svbsp_count_leafs) : 0, svbsp_count_originalpolygons, svbsp_count_polygons, svbsp_count_originalpolygons ? (100 * svbsp_count_polygons / svbsp_count_originalpolygons) : 0, svbsp_count_meshs, svbsp_count_triangles, svbsp_count_vertices);
+               }
+#endif
+       }
+}
+
+
 /*
 =================
 Mod_LoadVisibility
@@ -1112,7 +2058,7 @@ void Mod_GenerateWarpMesh (msurface_t *surf)
 void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
 {
        int i, iu, iv, *index, smax, tmax;
-       float *in, s, t, u, v, ubase, vbase, uscale, vscale;
+       float *in, s, t, u, v, ubase, vbase, uscale, vscale, normal[3];
        surfmesh_t *mesh;
 
        smax = surf->extents[0] >> 4;
@@ -1145,15 +2091,17 @@ void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
                vscale = (vscale - vbase) * 16.0 / ((surf->extents[1] & ~15) + 16);
        }
 
-       surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[3]) + surf->poly_numverts * (4 + 2 + 2 + 2 + 1) * sizeof(float));
+       surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 4 + 1 + 3) * sizeof(float));
        mesh->numverts = surf->poly_numverts;
        mesh->numtriangles = surf->poly_numverts - 2;
        mesh->verts = (float *)(mesh + 1);
-       mesh->st = mesh->verts + mesh->numverts * 4;
-       mesh->uv = mesh->st + mesh->numverts * 2;
-       mesh->ab = mesh->uv + mesh->numverts * 2;
-       mesh->lightmapoffsets = (int *)(mesh->ab + mesh->numverts * 2);
+       mesh->str = mesh->verts + mesh->numverts * 4;
+       mesh->uvw = mesh->str + mesh->numverts * 4;
+       mesh->abc = mesh->uvw + mesh->numverts * 4;
+       mesh->lightmapoffsets = (int *)(mesh->abc + mesh->numverts * 4);
        mesh->index = mesh->lightmapoffsets + mesh->numverts;
+       mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+       mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
 
        index = mesh->index;
        for (i = 0;i < mesh->numtriangles;i++)
@@ -1162,7 +2110,11 @@ void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
                *index++ = i + 1;
                *index++ = i + 2;
        }
+       Mod_BuildTriangleNeighbors(mesh->triangleneighbors, mesh->index, mesh->numtriangles);
 
+       VectorCopy(surf->plane->normal, normal);
+       if (surf->flags & SURF_PLANEBACK)
+               VectorNegate(normal, normal);
        for (i = 0, in = surf->poly_verts;i < mesh->numverts;i++, in += 3)
        {
                s = DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
@@ -1180,32 +2132,37 @@ void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
                mesh->verts[i * 4 + 0] = in[0];
                mesh->verts[i * 4 + 1] = in[1];
                mesh->verts[i * 4 + 2] = in[2];
-               mesh->st[i * 2 + 0] = s / surf->texinfo->texture->width;
-               mesh->st[i * 2 + 1] = t / surf->texinfo->texture->height;
-               mesh->uv[i * 2 + 0] = u;
-               mesh->uv[i * 2 + 1] = v;
-               mesh->ab[i * 2 + 0] = s * (1.0f / 16.0f);
-               mesh->ab[i * 2 + 1] = t * (1.0f / 16.0f);
+               mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
+               mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+               mesh->uvw[i * 4 + 0] = u;
+               mesh->uvw[i * 4 + 1] = v;
+               mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
+               mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
                mesh->lightmapoffsets[i] = ((iv * (smax+1) + iu) * 3);
+               mesh->normals[i * 3 + 0] = normal[0];
+               mesh->normals[i * 3 + 1] = normal[1];
+               mesh->normals[i * 3 + 2] = normal[2];
        }
 }
 
 void Mod_GenerateVertexMesh (msurface_t *surf)
 {
        int i, *index;
-       float *in, s, t;
+       float *in, s, t, normal[3];
        surfmesh_t *mesh;
 
        surf->lightmaptexturestride = 0;
        surf->lightmaptexture = NULL;
 
-       surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[3]) + surf->poly_numverts * (4 + 2 + 2) * sizeof(float));
+       surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 3) * sizeof(float));
        mesh->numverts = surf->poly_numverts;
        mesh->numtriangles = surf->poly_numverts - 2;
        mesh->verts = (float *)(mesh + 1);
-       mesh->st = mesh->verts + mesh->numverts * 4;
-       mesh->ab = mesh->st + mesh->numverts * 2;
-       mesh->index = (int *)(mesh->ab + mesh->numverts * 2);
+       mesh->str = mesh->verts + mesh->numverts * 4;
+       mesh->abc = mesh->str + mesh->numverts * 4;
+       mesh->index = (int *)(mesh->abc + mesh->numverts * 4);
+       mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+       mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
 
        index = mesh->index;
        for (i = 0;i < mesh->numtriangles;i++)
@@ -1214,7 +2171,11 @@ void Mod_GenerateVertexMesh (msurface_t *surf)
                *index++ = i + 1;
                *index++ = i + 2;
        }
+       Mod_BuildTriangleNeighbors(mesh->triangleneighbors, mesh->index, mesh->numtriangles);
 
+       VectorCopy(surf->plane->normal, normal);
+       if (surf->flags & SURF_PLANEBACK)
+               VectorNegate(normal, normal);
        for (i = 0, in = surf->poly_verts;i < mesh->numverts;i++, in += 3)
        {
                s = (DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
@@ -1222,17 +2183,20 @@ void Mod_GenerateVertexMesh (msurface_t *surf)
                mesh->verts[i * 4 + 0] = in[0];
                mesh->verts[i * 4 + 1] = in[1];
                mesh->verts[i * 4 + 2] = in[2];
-               mesh->st[i * 2 + 0] = s / surf->texinfo->texture->width;
-               mesh->st[i * 2 + 1] = t / surf->texinfo->texture->height;
-               mesh->ab[i * 2 + 0] = s * (1.0f / 16.0f);
-               mesh->ab[i * 2 + 1] = t * (1.0f / 16.0f);
+               mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
+               mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+               mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
+               mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
+               mesh->normals[i * 3 + 0] = normal[0];
+               mesh->normals[i * 3 + 1] = normal[1];
+               mesh->normals[i * 3 + 2] = normal[2];
        }
 }
 
 void Mod_GenerateSurfacePolygon (msurface_t *surf)
 {
        int i, lindex;
-       float *vec, *vert, mins[3], maxs[3];
+       float *vec, *vert, mins[3], maxs[3], temp[3], dist;
 
        // convert edges back to a normal polygon
        surf->poly_numverts = surf->numedges;
@@ -1263,6 +2227,17 @@ void Mod_GenerateSurfacePolygon (msurface_t *surf)
        surf->poly_center[0] = (mins[0] + maxs[0]) * 0.5f;
        surf->poly_center[1] = (mins[1] + maxs[1]) * 0.5f;
        surf->poly_center[2] = (mins[2] + maxs[2]) * 0.5f;
+       surf->poly_radius2 = 0;
+       vert = surf->poly_verts;
+       for (i = 0;i < surf->poly_numverts;i++)
+       {
+               VectorSubtract(vert, surf->poly_center, temp);
+               dist = DotProduct(temp, temp);
+               if (surf->poly_radius2 < dist)
+                       surf->poly_radius2 = dist;
+               vert += 3;
+       }
+       surf->poly_radius = sqrt(surf->poly_radius2);
 }
 
 /*
@@ -2339,6 +3314,13 @@ static void Mod_MakePortals(void)
 Mod_LoadBrushModel
 =================
 */
+extern void R_Model_Brush_DrawSky(entity_render_t *ent);
+extern void R_Model_Brush_Draw(entity_render_t *ent);
+//extern void R_Model_Brush_DrawFakeShadow(entity_render_t *ent);
+extern void R_Model_Brush_DrawDepth(entity_render_t *ent);
+extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
+extern void R_Model_Brush_DrawOntoLight(entity_render_t *ent);
 void Mod_LoadBrushModel (model_t *mod, void *buffer)
 {
        int                     i, j;
@@ -2346,6 +3328,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
        dmodel_t        *bm;
        mempool_t       *mainmempool;
        char            *loadname;
+       model_t         *originalloadmodel;
 
        mod->type = mod_brush;
 
@@ -2398,6 +3381,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
        loadname = mod->name;
 
        Mod_LoadLightList ();
+       originalloadmodel = loadmodel;
 
 //
 // set up the submodels (FIXME: this is confusing)
@@ -2425,46 +3409,64 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                mod->firstmodelsurface = bm->firstface;
                mod->nummodelsurfaces = bm->numfaces;
 
+               // this gets altered below if sky is used
                mod->DrawSky = NULL;
-               // LordHavoc: calculate bmodel bounding box rather than trusting what it says
-               for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
+               mod->Draw = R_Model_Brush_Draw;
+               mod->DrawFakeShadow = NULL;
+               mod->DrawDepth = R_Model_Brush_DrawDepth;
+               mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
+               mod->DrawLight = R_Model_Brush_DrawLight;
+               mod->DrawOntoLight = R_Model_Brush_DrawOntoLight;
+               if (mod->nummodelsurfaces)
                {
-                       // we only need to have a drawsky function if it is used (usually only on world model)
-                       if (surf->texinfo->texture->shader == &Cshader_sky)
-                               mod->DrawSky = R_DrawBrushModelSky;
-                       for (k = 0;k < surf->numedges;k++)
+                       // LordHavoc: calculate bmodel bounding box rather than trusting what it says
+                       for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
                        {
-                               l = mod->surfedges[k + surf->firstedge];
-                               if (l > 0)
-                                       vec = mod->vertexes[mod->edges[l].v[0]].position;
-                               else
-                                       vec = mod->vertexes[mod->edges[-l].v[1]].position;
-                               if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
-                               if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
-                               if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
-                               if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
-                               if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
-                               if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
-                               dist = vec[0]*vec[0]+vec[1]*vec[1];
-                               if (modelyawradius < dist)
-                                       modelyawradius = dist;
-                               dist += vec[2]*vec[2];
-                               if (modelradius < dist)
-                                       modelradius = dist;
+                               // we only need to have a drawsky function if it is used (usually only on world model)
+                               if (surf->texinfo->texture->shader == &Cshader_sky)
+                                       mod->DrawSky = R_Model_Brush_DrawSky;
+                               for (k = 0;k < surf->numedges;k++)
+                               {
+                                       l = mod->surfedges[k + surf->firstedge];
+                                       if (l > 0)
+                                               vec = mod->vertexes[mod->edges[l].v[0]].position;
+                                       else
+                                               vec = mod->vertexes[mod->edges[-l].v[1]].position;
+                                       if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
+                                       if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
+                                       if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
+                                       if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
+                                       if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
+                                       if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
+                                       dist = vec[0]*vec[0]+vec[1]*vec[1];
+                                       if (modelyawradius < dist)
+                                               modelyawradius = dist;
+                                       dist += vec[2]*vec[2];
+                                       if (modelradius < dist)
+                                               modelradius = dist;
+                               }
                        }
+                       modelyawradius = sqrt(modelyawradius);
+                       modelradius = sqrt(modelradius);
+                       mod->yawmins[0] = mod->yawmins[1] = -(mod->yawmaxs[0] = mod->yawmaxs[1] = modelyawradius);
+                       mod->yawmins[2] = mod->normalmins[2];
+                       mod->yawmaxs[2] = mod->normalmaxs[2];
+                       mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
+                       mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
+                       mod->radius = modelradius;
+                       mod->radius2 = modelradius * modelradius;
+                       // LordHavoc: build triangle meshs for entire model's geometry
+                       // (only used for shadow volumes)
+                       mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool);
+                       for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
+                               if (surf->flags & SURF_CLIPSOLID)
+                                       Mod_ShadowMesh_AddPolygon(originalloadmodel->mempool, mod->shadowmesh, surf->poly_numverts, surf->poly_verts);
+                       mod->shadowmesh = Mod_ShadowMesh_Finish(originalloadmodel->mempool, mod->shadowmesh);
+                       Mod_ShadowMesh_CalcBBox(mod->shadowmesh, mod->shadowmesh_mins, mod->shadowmesh_maxs, mod->shadowmesh_center, &mod->shadowmesh_radius);
                }
-               modelyawradius = sqrt(modelyawradius);
-               modelradius = sqrt(modelradius);
-               mod->yawmins[0] = mod->yawmins[1] = -(mod->yawmaxs[0] = mod->yawmaxs[1] = modelyawradius);
-               mod->yawmins[2] = mod->normalmins[2];
-               mod->yawmaxs[2] = mod->normalmaxs[2];
-               mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
-               mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
-               mod->radius = modelradius;
-               mod->radius2 = modelradius * modelradius;
-               // LordHavoc: check for empty submodels (lacrima.bsp has such a glitch)
-               if (mod->normalmins[0] > mod->normalmaxs[0] || mod->normalmins[1] > mod->normalmaxs[1] || mod->normalmins[2] > mod->normalmaxs[2])
+               else
                {
+                       // LordHavoc: empty submodel (lacrima.bsp has such a glitch)
                        Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadname);
                        VectorClear(mod->normalmins);
                        VectorClear(mod->normalmaxs);
@@ -2474,13 +3476,11 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                        VectorClear(mod->rotatedmaxs);
                        mod->radius = 0;
                        mod->radius2 = 0;
+                       mod->shadowmesh = NULL;
                }
 
                mod->numleafs = bm->visleafs;
 
-               mod->Draw = R_DrawBrushModelNormal;
-               mod->DrawFakeShadow = NULL;
-
                // LordHavoc: only register submodels if it is the world
                // (prevents bsp models from replacing world submodels)
                if (loadmodel->isworldmodel && i < (mod->numsubmodels - 1))
@@ -2497,5 +3497,8 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                        mod = loadmodel;
                }
        }
+
+       loadmodel = originalloadmodel;
+       Mod_ProcessLightList ();
 }