]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
rewrote most of the RSurfShader_ functions to use R_Mesh_Draw_GetBuffer instead of...
[xonotic/darkplaces.git] / r_light.c
index 63dfe2669302b45b22131f4055d99e0a19ef4205..5f9ef7f8f4c871c67e6c9cd47a87832e8bd9055f 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -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.
 
@@ -20,24 +20,56 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_light.c
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
-cvar_t r_lightmodels = {"r_lightmodels", "1"};
+rdlight_t r_dlight[MAX_DLIGHTS];
+int r_numdlights = 0;
 
-void r_light_start()
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
+cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
+
+static rtexture_t *lightcorona;
+static rtexturepool_t *lighttexturepool;
+
+void r_light_start(void)
 {
+       float dx, dy;
+       int x, y, a;
+       qbyte pixels[32][32][4];
+       lighttexturepool = R_AllocTexturePool();
+       for (y = 0;y < 32;y++)
+       {
+               dy = (y - 15.5f) * (1.0f / 16.0f);
+               for (x = 0;x < 32;x++)
+               {
+                       dx = (x - 15.5f) * (1.0f / 16.0f);
+                       a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2));
+                       a = bound(0, a, 255);
+                       pixels[y][x][0] = 255;
+                       pixels[y][x][1] = 255;
+                       pixels[y][x][2] = 255;
+                       pixels[y][x][3] = a;
+               }
+       }
+       lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA);
 }
 
-void r_light_shutdown()
+void r_light_shutdown(void)
 {
+       lighttexturepool = NULL;
+       lightcorona = NULL;
 }
 
-void R_Light_Init()
+void r_light_newmap(void)
 {
-       Cvar_RegisterVariable(&r_lightmodels);
-       R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
 }
 
-int    r_dlightframecount;
+void R_Light_Init(void)
+{
+       Cvar_RegisterVariable(&r_modellights);
+       Cvar_RegisterVariable(&r_vismarklights);
+       R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
+}
 
 /*
 ==================
@@ -46,13 +78,13 @@ R_AnimateLight
 */
 void R_AnimateLight (void)
 {
-       int                     i,j,k;
-       
+       int i, j, k;
+
 //
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
-       i = (int)(cl.time*10);
-       for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
+       i = (int)(cl.time * 10);
+       for (j = 0;j < MAX_LIGHTSTYLES;j++)
        {
                if (!cl_lightstyle[j].length)
                {
@@ -63,7 +95,109 @@ void R_AnimateLight (void)
                k = cl_lightstyle[j].map[k] - 'a';
                k = k*22;
                d_lightstylevalue[j] = k;
-       }       
+       }
+}
+
+
+void R_BuildLightList(void)
+{
+       int i;
+       dlight_t *cd;
+       rdlight_t *rd;
+
+       r_numdlights = 0;
+       c_dlights = 0;
+
+       if (!r_dynamic.integer)
+               return;
+
+       for (i = 0;i < MAX_DLIGHTS;i++)
+       {
+               cd = cl_dlights + i;
+               if (cd->radius <= 0)
+                       continue;
+               rd = &r_dlight[r_numdlights++];
+               VectorCopy(cd->origin, rd->origin);
+               VectorScale(cd->color, cd->radius * 64.0f, rd->light);
+               rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
+               // clamp radius to avoid overflowing division table in lightmap code
+               if (rd->cullradius2 > (2048.0f * 2048.0f))
+                       rd->cullradius2 = (2048.0f * 2048.0f);
+               rd->cullradius = sqrt(rd->cullradius2);
+               rd->subtract = 1.0f / rd->cullradius2;
+               //rd->ent = cd->ent;
+               r_numdlights++;
+               c_dlights++; // count every dlight in use
+       }
+}
+
+static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawCoronas(void)
+{
+       int i;
+       rmeshinfo_t m;
+       float tvxyz[4][4], tvst[4][2], scale, viewdist, diff[3], dist;
+       rdlight_t *rd;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.depthdisable = true; // magic
+       m.numtriangles = 2;
+       m.numverts = 4;
+       m.index = coronapolyindex;
+       m.vertex = &tvxyz[0][0];
+       m.vertexstep = sizeof(float[4]);
+       m.tex[0] = R_GetTexture(lightcorona);
+       m.texcoords[0] = &tvst[0][0];
+       m.texcoordstep[0] = sizeof(float[2]);
+       tvst[0][0] = 0;
+       tvst[0][1] = 0;
+       tvst[1][0] = 0;
+       tvst[1][1] = 1;
+       tvst[2][0] = 1;
+       tvst[2][1] = 1;
+       tvst[3][0] = 1;
+       tvst[3][1] = 0;
+       viewdist = DotProduct(r_origin, vpn);
+       for (i = 0;i < r_numdlights;i++)
+       {
+               rd = r_dlight + i;
+               dist = (DotProduct(rd->origin, vpn) - viewdist);
+               if (dist >= 24.0f)
+               {
+                       // trace to a point just barely closer to the eye
+                       VectorSubtract(rd->origin, vpn, diff);
+                       if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
+                       {
+                               scale = 1.0f / 131072.0f;
+                               m.cr = rd->light[0] * scale;
+                               m.cg = rd->light[1] * scale;
+                               m.cb = rd->light[2] * scale;
+                               m.ca = 1;
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(rd->origin, r_origin, diff);
+                                       m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+                               }
+                               scale = rd->cullradius * 0.25f;
+                               tvxyz[0][0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
+                               tvxyz[0][1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
+                               tvxyz[0][2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
+                               tvxyz[1][0] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
+                               tvxyz[1][1] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
+                               tvxyz[1][2] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
+                               tvxyz[2][0] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
+                               tvxyz[2][1] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
+                               tvxyz[2][2] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
+                               tvxyz[3][0] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
+                               tvxyz[3][1] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
+                               tvxyz[3][2] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+                               R_Mesh_Draw(&m);
+                       }
+               }
+       }
 }
 
 /*
@@ -79,64 +213,106 @@ DYNAMIC LIGHTS
 R_MarkLights
 =============
 */
-void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
+static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
 {
-       float           dist;
-       msurface_t      *surf;
-       int                     i;
+       float ndist, maxdist;
+       msurface_t *surf;
+       mleaf_t *leaf;
+       int i;
 
-loc0:
-       if (node->contents < 0)
+       if (!r_dynamic.integer)
                return;
 
-       dist = PlaneDiff(lightorigin, node->plane);
-       
-       if (dist > light->radius)
+       // for comparisons to minimum acceptable light
+       maxdist = rd->cullradius2;
+
+loc0:
+       if (node->contents < 0)
        {
-               if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
+               if (node->contents != CONTENTS_SOLID)
                {
-                       node = node->children[0];
-                       goto loc0;
+                       leaf = (mleaf_t *)node;
+                       if (leaf->dlightframe != r_framecount) // not dynamic until now
+                       {
+                               leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
+                               leaf->dlightframe = r_framecount;
+                       }
+                       leaf->dlightbits[bitindex] |= bit;
                }
                return;
        }
-       if (dist < -light->radius)
+
+       ndist = PlaneDiff(lightorigin, node->plane);
+
+       if (ndist > rd->cullradius)
        {
-               if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
-               {
-                       node = node->children[1];
-                       goto loc0;
-               }
-               return;
+               node = node->children[0];
+               goto loc0;
        }
-
-       if (node->dlightframe != r_dlightframecount) // not dynamic until now
+       if (ndist < -rd->cullradius)
        {
-               node->dlightbits[0] = node->dlightbits[1] = node->dlightbits[2] = node->dlightbits[3] = node->dlightbits[4] = node->dlightbits[5] = node->dlightbits[6] = node->dlightbits[7] = 0;
-               node->dlightframe = r_dlightframecount;
+               node = node->children[1];
+               goto loc0;
        }
-       node->dlightbits[bitindex] |= bit;
 
 // mark the polygons
-       surf = cl.worldmodel->surfaces + node->firstsurface;
+       surf = currentrenderentity->model->surfaces + node->firstsurface;
        for (i=0 ; i<node->numsurfaces ; i++, surf++)
        {
-               if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
+               int d, impacts, impactt;
+               float dist, dist2, impact[3];
+               if (surf->visframe != r_framecount)
+                       continue;
+               dist = ndist;
+               if (surf->flags & SURF_PLANEBACK)
+                       dist = -dist;
+
+               if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
+                       continue;
+
+               dist2 = dist * dist;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (node->plane->type < 3)
                {
-                       if (surf->dlightframe != r_dlightframecount) // not dynamic until now
-                       {
-                               surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
-                               surf->dlightframe = r_dlightframecount;
-                       }
-                       surf->dlightbits[bitindex] |= bit;
+                       VectorCopy(rd->origin, impact);
+                       impact[node->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
+                       impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
+                       impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
+               }
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+
+               d = bound(0, impacts, surf->extents[0] + 16) - impacts;
+               dist2 += d * d;
+               if (dist2 > maxdist)
+                       continue;
+
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               d = bound(0, impactt, surf->extents[1] + 16) - impactt;
+               dist2 += d * d;
+               if (dist2 > maxdist)
+                       continue;
+
+               if (surf->dlightframe != r_framecount) // not dynamic until now
+               {
+                       surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
+                       surf->dlightframe = r_framecount;
                }
+               surf->dlightbits[bitindex] |= bit;
        }
 
        if (node->children[0]->contents >= 0)
        {
                if (node->children[1]->contents >= 0)
                {
-                       R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]);
+                       R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]);
                        node = node->children[1];
                        goto loc0;
                }
@@ -153,269 +329,174 @@ loc0:
        }
 }
 
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
-{
-       R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
-}
 
-int lightframe = 0;
-void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
+static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
 {
-       mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
-
-       if (!pvsleaf->compressed_vis)
-       {       // no vis info, so make all visible
-               R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+       static int lightframe = 0;
+       mleaf_t *pvsleaf;
+       vec3_t lightorigin;
+       model_t *model;
+       int i, k, m, c, leafnum;
+       msurface_t *surf, **mark;
+       mleaf_t *leaf;
+       qbyte *in;
+       int row;
+       float low[3], high[3], dist, maxdist;
+
+       if (!r_dynamic.integer)
                return;
-       }
-       else
-       {
-               int             i, k, l, m, c;
-               msurface_t *surf, **mark;
-               mleaf_t *leaf;
-               byte    *in = pvsleaf->compressed_vis;
-               int             row = (model->numleafs+7)>>3;
-               float   low[3], high[3], radius;
-
-               radius = light->radius * 4.0f;
-               low[0] = lightorigin[0] - radius;low[1] = lightorigin[1] - radius;low[2] = lightorigin[2] - radius;
-               high[0] = lightorigin[0] + radius;high[1] = lightorigin[1] + radius;high[2] = lightorigin[2] + radius;
-
-               lightframe++;
-               k = 0;
-               while (k < row)
-               {
-                       c = *in++;
-                       if (c)
-                       {
-                               l = model->numleafs - (k << 3);
-                               if (l > 8)
-                                       l = 8;
-                               for (i=0 ; i<l ; i++)
-                               {
-                                       if (c & (1<<i))
-                                       {
-                                               leaf = &model->leafs[(k << 3)+i+1];
-                                               leaf->lightframe = lightframe;
-                                               if (leaf->visframe != r_visframecount)
-                                                       continue;
-                                               if (leaf->contents == CONTENTS_SOLID)
-                                                       continue;
-                                               // if out of the light radius, skip
-                                               /*
-                                               if (leaf->minmaxs[0] > high[0] || leaf->minmaxs[3] < low[0]
-                                                || leaf->minmaxs[1] > high[1] || leaf->minmaxs[4] < low[1]
-                                                || leaf->minmaxs[2] > high[2] || leaf->minmaxs[5] < low[2])
-                                                       continue;
-                                               */
-                                               if (leaf->dlightframe != r_dlightframecount) // not dynamic until now
-                                               {
-                                                       leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
-                                                       leaf->dlightframe = r_dlightframecount;
-                                               }
-                                               leaf->dlightbits[bitindex] |= bit;
-                                               if ((m = leaf->nummarksurfaces))
-                                               {
-                                                       mark = leaf->firstmarksurface;
-                                                       do
-                                                       {
-                                                               surf = *mark++;
-                                                               if (surf->visframe != r_framecount || surf->lightframe == lightframe)
-                                                                       continue;
-                                                               surf->lightframe = lightframe;
-                                                               if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
-                                                               {
-                                                                       if (surf->dlightframe != r_dlightframecount) // not dynamic until now
-                                                                       {
-                                                                               surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
-                                                                               surf->dlightframe = r_dlightframecount;
-                                                                       }
-                                                                       surf->dlightbits[bitindex] |= bit;
-                                                               }
-                                                       }
-                                                       while (--m);
-                                               }
-                                       }
-                               }
-                               k++;
-                               continue;
-                       }
-               
-                       k += *in++;
-               }
-       }
-}
 
+       model = currentrenderentity->model;
+       softwareuntransform(rd->origin, lightorigin);
 
-/*
-=============
-R_PushDlights
-=============
-*/
-void R_PushDlights (void)
-{
-       int             i;
-       dlight_t        *l;
-
-       r_dlightframecount = r_framecount + 1;  // because the count hasn't advanced yet for this frame
-
-       if (!r_dynamic.value)
+       if (!r_vismarklights.integer)
+       {
+               R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
                return;
+       }
 
-       l = cl_dlights;
-
-       for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
+       pvsleaf = Mod_PointInLeaf (lightorigin, model);
+       if (pvsleaf == NULL)
        {
-               if (l->die < cl.time || !l->radius)
-                       continue;
-//             R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
-               R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel);
+               Con_Printf("R_VisMarkLights: NULL leaf??\n");
+               R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+               return;
        }
-}
-
 
-/*
-=============================================================================
-
-LIGHT SAMPLING
+       in = pvsleaf->compressed_vis;
+       if (!in)
+       {
+               // no vis info, so make all visible
+               R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+               return;
+       }
 
-=============================================================================
-*/
+       lightframe++;
 
-mplane_t               *lightplane;
-vec3_t                 lightspot;
+       low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
+       high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
 
-extern cvar_t r_ambient;
+       // for comparisons to minimum acceptable light
+       maxdist = rd->cullradius2;
 
-/*
-int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
-{
-       float           front, back, frac;
-       vec3_t          mid;
+       row = (model->numleafs+7)>>3;
 
-loc0:
-       if (node->contents < 0)
-               return false;           // didn't hit anything
-       
-// calculate mid point
-       front = PlaneDiff (start, node->plane);
-       back = PlaneDiff (end, node->plane);
-
-       // LordHavoc: optimized recursion
-       if ((back < 0) == (front < 0))
-//             return RecursiveLightPoint (color, node->children[front < 0], start, end);
+       k = 0;
+       while (k < row)
        {
-               node = node->children[front < 0];
-               goto loc0;
-       }
-       
-       frac = front / (front-back);
-       mid[0] = start[0] + (end[0] - start[0])*frac;
-       mid[1] = start[1] + (end[1] - start[1])*frac;
-       mid[2] = start[2] + (end[2] - start[2])*frac;
-       
-// go down front side
-       if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
-               return true;    // hit something
-       else
-       {
-               int i, ds, dt;
-               msurface_t *surf;
-       // check for impact on this node
-               VectorCopy (mid, lightspot);
-               lightplane = node->plane;
-
-               surf = cl.worldmodel->surfaces + node->firstsurface;
-               for (i = 0;i < node->numsurfaces;i++, surf++)
+               c = *in++;
+               if (c)
                {
-                       if (surf->flags & SURF_DRAWTILED)
-                               continue;       // no lightmaps
+                       for (i = 0;i < 8;i++)
+                       {
+                               if (c & (1<<i))
+                               {
+                                       // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
+                                       leafnum = (k << 3)+i+1;
+                                       if (leafnum > model->numleafs)
+                                               return;
+                                       leaf = &model->leafs[leafnum];
+                                       if (leaf->visframe != r_framecount
+                                        || leaf->contents == CONTENTS_SOLID
+                                        || leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
+                                        || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
+                                        || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
+                                               continue;
+                                       if (leaf->dlightframe != r_framecount)
+                                       {
+                                               // not dynamic until now
+                                               leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
+                                               leaf->dlightframe = r_framecount;
+                                       }
+                                       leaf->dlightbits[bitindex] |= bit;
+                                       if ((m = leaf->nummarksurfaces))
+                                       {
+                                               mark = leaf->firstmarksurface;
+                                               do
+                                               {
+                                                       surf = *mark++;
+                                                       // if not visible in current frame, or already marked because it was in another leaf we passed, skip
+                                                       if (surf->lightframe == lightframe)
+                                                               continue;
+                                                       surf->lightframe = lightframe;
+                                                       if (surf->visframe != r_framecount)
+                                                               continue;
+                                                       dist = PlaneDiff(lightorigin, surf->plane);
+                                                       if (surf->flags & SURF_PLANEBACK)
+                                                               dist = -dist;
+                                                       // LordHavoc: make sure it is infront of the surface and not too far away
+                                                       if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
+                                                       {
+                                                               int d;
+                                                               int impacts, impactt;
+                                                               float dist2, impact[3];
 
-                       ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
-                       dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
+                                                               dist2 = dist * dist;
 
-                       if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
-                               continue;
-                       
-                       ds -= surf->texturemins[0];
-                       dt -= surf->texturemins[1];
-                       
-                       if (ds > surf->extents[0] || dt > surf->extents[1])
-                               continue;
+                                                               if (surf->plane->type < 3)
+                                                               {
+                                                                       VectorCopy(rd->origin, impact);
+                                                                       impact[surf->plane->type] -= dist;
+                                                               }
+                                                               else
+                                                               {
+                                                                       impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
+                                                                       impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
+                                                                       impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
+                                                               }
 
-                       if (surf->samples)
-                       {
-                               byte *lightmap;
-                               int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
-                               float scale;
-                               line3 = ((surf->extents[0]>>4)+1)*3;
+                                                               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+                                                               d = bound(0, impacts, surf->extents[0] + 16) - impacts;
+                                                               dist2 += d * d;
+                                                               if (dist2 > maxdist)
+                                                                       continue;
 
-                               lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
+                                                               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+                                                               d = bound(0, impactt, surf->extents[1] + 16) - impactt;
+                                                               dist2 += d * d;
+                                                               if (dist2 > maxdist)
+                                                                       continue;
 
-                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
-                               {
-                                       scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
-                                       r00 += (float) lightmap[      0] * scale;g00 += (float) lightmap[      1] * scale;b00 += (float) lightmap[2] * scale;
-                                       r01 += (float) lightmap[      3] * scale;g01 += (float) lightmap[      4] * scale;b01 += (float) lightmap[5] * scale;
-                                       r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
-                                       r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
-                                       lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
+                                                               if (surf->dlightframe != r_framecount) // not dynamic until now
+                                                               {
+                                                                       surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
+                                                                       surf->dlightframe = r_framecount;
+                                                               }
+                                                               surf->dlightbits[bitindex] |= bit;
+                                                       }
+                                               }
+                                               while (--m);
+                                       }
                                }
-
-                               color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
-                               color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
-                               color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
                        }
-                       return true; // success
+                       k++;
+                       continue;
                }
 
-       // go down back side
-               return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
+               k += *in++;
        }
 }
 
-void R_LightPoint (vec3_t color, vec3_t p)
+void R_MarkLights(void)
 {
-       vec3_t          end;
-       
-       if (r_fullbright.value || !cl.worldmodel->lightdata)
-       {
-               color[0] = color[1] = color[2] = 255;
-               return;
-       }
-
-       end[0] = p[0];
-       end[1] = p[1];
-       end[2] = p[2] - 2048;
-
-       color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
-       RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
+       int i;
+       for (i = 0;i < r_numdlights;i++)
+               R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5);
 }
 
-void SV_LightPoint (vec3_t color, vec3_t p)
-{
-       vec3_t          end;
-       
-       if (!sv.worldmodel->lightdata)
-       {
-               color[0] = color[1] = color[2] = 255;
-               return;
-       }
-       
-       end[0] = p[0];
-       end[1] = p[1];
-       end[2] = p[2] - 2048;
+/*
+=============================================================================
 
-       color[0] = color[1] = color[2] = 0;
-       RecursiveLightPoint (color, sv.worldmodel->nodes, p, end);
-}
+LIGHT SAMPLING
+
+=============================================================================
 */
 
-int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
+static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
 {
-       int             side, distz = endz - startz;
-       float   front, back;
-       float   mid;
+       int side, distz = endz - startz;
+       float front, back;
+       float mid;
 
 loc0:
        if (node->contents < 0)
@@ -437,11 +518,6 @@ loc0:
                        goto loc0;
                }
                // found an intersection
-//             mid = startz + (endz - startz) * (startz - node->plane->dist) / (startz - endz);
-//             mid = startz + distz * (startz - node->plane->dist) / (-distz);
-//             mid = startz + (-(startz - node->plane->dist));
-//             mid = startz - (startz - node->plane->dist);
-//             mid = startz + node->plane->dist - startz;
                mid = node->plane->dist;
                break;
        default:
@@ -455,12 +531,10 @@ loc0:
                        goto loc0;
                }
                // found an intersection
-//             mid = startz + (endz - startz) * ((front - node->plane->dist) / ((front - node->plane->dist) - (back - node->plane->dist)));
-//             mid = startz + (endz - startz) * ((front - node->plane->dist) / (front - back));
                mid = startz + distz * (front - node->plane->dist) / (front - back);
                break;
        }
-       
+
        // go down front side
        if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
                return true;    // hit something
@@ -471,15 +545,11 @@ loc0:
                {
                        int i, ds, dt;
                        msurface_t *surf;
-                       lightspot[0] = x;
-                       lightspot[1] = y;
-                       lightspot[2] = mid;
-                       lightplane = node->plane;
 
                        surf = cl.worldmodel->surfaces + node->firstsurface;
                        for (i = 0;i < node->numsurfaces;i++, surf++)
                        {
-                               if (surf->flags & SURF_DRAWTILED)
+                               if (!(surf->flags & SURF_LIGHTMAP))
                                        continue;       // no lightmaps
 
                                ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
@@ -487,16 +557,16 @@ loc0:
 
                                if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
                                        continue;
-                               
+
                                ds -= surf->texturemins[0];
                                dt -= surf->texturemins[1];
-                               
+
                                if (ds > surf->extents[0] || dt > surf->extents[1])
                                        continue;
 
                                if (surf->samples)
                                {
-                                       byte *lightmap;
+                                       qbyte *lightmap;
                                        int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
                                        line3 = ((surf->extents[0]>>4)+1)*3;
                                        size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
@@ -513,9 +583,42 @@ loc0:
                                                lightmap += size3;
                                        }
 
-                                       color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f);
-                                       color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f);
-                                       color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f);
+/*
+LordHavoc: here's the readable version of the interpolation
+code, not quite as easy for the compiler to optimize...
+
+dsfrac is the X position in the lightmap pixel, * 16
+dtfrac is the Y position in the lightmap pixel, * 16
+r00 is top left corner, r01 is top right corner
+r10 is bottom left corner, r11 is bottom right corner
+g and b are the same layout.
+r0 and r1 are the top and bottom intermediate results
+
+first we interpolate the top two points, to get the top
+edge sample
+
+       r0 = (((r01-r00) * dsfrac) >> 4) + r00;
+       g0 = (((g01-g00) * dsfrac) >> 4) + g00;
+       b0 = (((b01-b00) * dsfrac) >> 4) + b00;
+
+then we interpolate the bottom two points, to get the
+bottom edge sample
+
+       r1 = (((r11-r10) * dsfrac) >> 4) + r10;
+       g1 = (((g11-g10) * dsfrac) >> 4) + g10;
+       b1 = (((b11-b10) * dsfrac) >> 4) + b10;
+
+then we interpolate the top and bottom samples to get the
+middle sample (the one which was requested)
+
+       r = (((r1-r0) * dtfrac) >> 4) + r0;
+       g = (((g1-g0) * dtfrac) >> 4) + g0;
+       b = (((b1-b0) * dtfrac) >> 4) + b0;
+*/
+
+                                       color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
+                                       color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
+                                       color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
                                }
                                return true; // success
                        }
@@ -526,290 +629,314 @@ loc0:
                startz = mid;
                distz = endz - startz;
                goto loc0;
-//             return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz);
        }
 }
 
-void R_LightPoint (vec3_t color, vec3_t p)
+void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
 {
-       if (r_fullbright.value || !cl.worldmodel->lightdata)
+       int i, *dlightbits;
+       vec3_t v;
+       float f;
+       rdlight_t *rd;
+       mlight_t *sl;
+       if (leaf == NULL)
+               leaf = Mod_PointInLeaf(p, cl.worldmodel);
+
+       if (leaf->contents == CONTENTS_SOLID)
        {
-               color[0] = color[1] = color[2] = 255;
+               color[0] = color[1] = color[2] = 0;
                return;
        }
-       
-       color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
-       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-}
 
-// LordHavoc: added light checking to the server
-void SV_LightPoint (vec3_t color, vec3_t p)
-{
-       if (!sv.worldmodel->lightdata)
+       if (r_fullbright.integer || !cl.worldmodel->lightdata)
        {
-               color[0] = color[1] = color[2] = 255;
+               color[0] = color[1] = color[2] = 2;
                return;
        }
-       
-       color[0] = color[1] = color[2] = 0;
-       RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-}
-
-// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
-{
-       int             i, j, k;
-       vec3_t  dist;
-       float   brightness, r, f;
-
-       if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
-               return;
 
-       for (j = 0;j < (MAX_DLIGHTS >> 5);j++)
+       color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+       if (cl.worldmodel->numlights)
        {
-               if (dlightbits[j])
+               for (i = 0;i < cl.worldmodel->numlights;i++)
                {
-                       for (i=0 ; i<32 ; i++)
+                       sl = cl.worldmodel->lights + i;
+                       if (d_lightstylevalue[sl->style] > 0)
                        {
-                               if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-                                       continue;
-                               k = (j<<5)+i;
-                               VectorSubtract (org, cl_dlights[k].origin, dist);
-                               f = DotProduct(dist, dist) + LIGHTOFFSET;
-                               r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE;
-                               if (f < r)
+                               VectorSubtract (p, sl->origin, v);
+                               f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
+                               if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
                                {
-                                       brightness = r * 16.0f / f;
-                                       color[0] += brightness * cl_dlights[k].color[0];
-                                       color[1] += brightness * cl_dlights[k].color[1];
-                                       color[2] += brightness * cl_dlights[k].color[2];
+                                       f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                                       VectorMA(color, f, sl->light, color);
                                }
                        }
                }
        }
-}
-
-// same as above but no bitmask to check
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
-{
-       int             i;
-       vec3_t  dist;
-       float   brightness, r, f;
-
-       if (!r_dynamic.value)
-               return;
+       else
+               RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 
-       for (i=0 ; i<MAX_DLIGHTS ; i++)
+       if (dynamic && leaf->dlightframe == r_framecount)
        {
-               if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-                       continue;
-               VectorSubtract (org, cl_dlights[i].origin, dist);
-               f = DotProduct(dist, dist) + LIGHTOFFSET;
-               r = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-               if (f < r)
+               dlightbits = leaf->dlightbits;
+               for (i = 0;i < r_numdlights;i++)
                {
-                       brightness = r * 16.0f / f;
-                       if (cl_dlights[i].dark)
-                               brightness = -brightness;
-                       color[0] += brightness * cl_dlights[i].color[0];
-                       color[1] += brightness * cl_dlights[i].color[1];
-                       color[2] += brightness * cl_dlights[i].color[2];
+                       if (!(dlightbits[i >> 5] & (1 << (i & 31))))
+                               continue;
+                       rd = r_dlight + i;
+                       VectorSubtract (p, rd->origin, v);
+                       f = DotProduct(v, v);
+                       if (f < rd->cullradius2)
+                       {
+                               f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
+                               VectorMA(color, f, rd->light, color);
+                       }
                }
        }
 }
 
-void R_CompleteLightPoint (vec3_t color, vec3_t p)
-{
-       R_LightPoint(color, p);
-       R_DynamicLightPointNoMask(color, p);
-}
-
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern byte *aliasvertcolor;
-extern float modelalpha;
-extern int modeldlightbits[8];
-void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
+void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
 {
-       // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
-       int i, j, nearlights = 0, color;
-       vec3_t dist, mod;
-       float t, t1, t2, t3, *avn;
-       byte r,g,b,a, *avc;
-       struct
+       mleaf_t *leaf;
+       leaf = Mod_PointInLeaf(p, cl.worldmodel);
+       if (leaf->contents == CONTENTS_SOLID)
        {
-               vec3_t color;
-               vec3_t origin;
-       } nearlight[MAX_DLIGHTS];
-       avc = aliasvertcolor;
-       avn = aliasvertnorm;
-       a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
-       if (currententity->effects & EF_FULLBRIGHT)
+               color[0] = color[1] = color[2] = 0;
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+               return;
+       }
+
+       if (r_fullbright.integer || !cl.worldmodel->lightdata || currentrenderentity->effects & EF_FULLBRIGHT)
        {
-               if (lighthalf)
-               {
-                       ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0]));
-                       ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1]));
-                       ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2]));
-               }
-               else
-               {
-                       ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0]));
-                       ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1]));
-                       ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2]));
-               }
-               ((byte *)&color)[3] = a;
-               for (i = 0;i < numverts;i++)
-               {
-                       *((int *)avc) = color;
-                       avc += 4;
-               }
+               color[0] = color[1] = color[2] = 2;
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
                return;
        }
-       if (lighthalf)
+
+       color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+       if (!cl.worldmodel->numlights)
+               RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+
+       if (leaf->dlightframe == r_framecount)
        {
-               mod[0] = currententity->colormod[0] * 0.5f;
-               mod[1] = currententity->colormod[1] * 0.5f;
-               mod[2] = currententity->colormod[2] * 0.5f;
+               dlightbits[0] = leaf->dlightbits[0];
+               dlightbits[1] = leaf->dlightbits[1];
+               dlightbits[2] = leaf->dlightbits[2];
+               dlightbits[3] = leaf->dlightbits[3];
+               dlightbits[4] = leaf->dlightbits[4];
+               dlightbits[5] = leaf->dlightbits[5];
+               dlightbits[6] = leaf->dlightbits[6];
+               dlightbits[7] = leaf->dlightbits[7];
        }
        else
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+}
+
+void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
+{
+       int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
+       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
+       struct
        {
-               mod[0] = currententity->colormod[0];
-               mod[1] = currententity->colormod[1];
-               mod[2] = currententity->colormod[2];
+               vec3_t origin;
+               //vec_t cullradius2;
+               vec3_t light;
+               // how much this light would contribute to ambient if replaced
+               vec3_t ambientlight;
+               vec_t subtract;
+               vec_t falloff;
+               vec_t offset;
+               // used for choosing only the brightest lights
+               vec_t intensity;
        }
-       basecolor[0] *= mod[0];
-       basecolor[1] *= mod[1];
-       basecolor[2] *= mod[2];
-       if (r_lightmodels.value)
+       nearlight[MAX_DLIGHTS], *nl;
+       int modeldlightbits[8];
+       mlight_t *sl;
+       rdlight_t *rd;
+       a = currentrenderentity->alpha;
+       // scale of the model's coordinate space, to alter light attenuation to match
+       // make the mscale squared so it can scale the squared distance results
+       mscale = currentrenderentity->scale * currentrenderentity->scale;
+       if ((maxnearlights != 0) && !r_fullbright.integer && !(currentrenderentity->effects & EF_FULLBRIGHT))
        {
-               for (i = 0;i < MAX_DLIGHTS;i++)
+               R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
+
+               nl = &nearlight[0];
+               VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+               if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f))
                {
-                       if (!modeldlightbits[i >> 5])
+                       currentrenderentity->numentlights = 0;
+                       currentrenderentity->entlightstime = realtime + 0.2;
+                       VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
+                       for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && currentrenderentity->numentlights < MAXENTLIGHTS;i++, sl++)
+                               if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                                       currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
+               }
+               for (i = 0;i < currentrenderentity->numentlights;i++)
+               {
+                       sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
+                       stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                       VectorSubtract (currentrenderentity->origin, sl->origin, v);
+                       f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
+                       VectorScale(sl->light, f, ambientcolor);
+                       intensity = DotProduct(ambientcolor, ambientcolor);
+                       if (f < 0)
+                               intensity *= -1.0f;
+                       if (nearlights < maxnearlights)
+                               j = nearlights++;
+                       else
                        {
-                               i |= 31;
-                               continue;
+                               for (j = 0;j < maxnearlights;j++)
+                               {
+                                       if (nearlight[j].intensity < intensity)
+                                       {
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
+                                       }
+                               }
                        }
-                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
-                               continue;
-                       VectorSubtract (center, cl_dlights[i].origin, dist);
-                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-                       t2 = DotProduct(dist,dist) + LIGHTOFFSET;
-                       if (t2 < t1)
+                       if (j >= maxnearlights)
                        {
-                               VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
-                               nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0];
-                               nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1];
-                               nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2];
-                               t1 = (128.0f / LIGHTSCALE) / t2;
-                               basecolor[0] += nearlight[nearlights].color[0] * t1;
-                               basecolor[1] += nearlight[nearlights].color[1] * t1;
-                               basecolor[2] += nearlight[nearlights].color[2] * t1;
-                               nearlights++;
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
                        }
-               }
-       }
-       else
-       {
-               for (i = 0;i < MAX_DLIGHTS;i++)
-               {
-                       if (!modeldlightbits[i >> 5])
+                       else
                        {
-                               i |= 31;
-                               continue;
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(sl->origin, nl->origin);
+                               else
+                                       softwareuntransform(sl->origin, nl->origin);
+                               // integrate mscale into falloff, for maximum speed
+                               nl->falloff = sl->falloff * mscale;
+                               VectorCopy(ambientcolor, nl->ambientlight);
+                               nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
+                               nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
+                               nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
+                               nl->subtract = sl->subtract;
+                               nl->offset = sl->distbias;
                        }
+               }
+               for (i = 0;i < r_numdlights;i++)
+               {
                        if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
                                continue;
-                       VectorSubtract (center, cl_dlights[i].origin, dist);
-                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-                       t2 = DotProduct(dist,dist) + LIGHTOFFSET;
-                       if (t2 < t1)
+                       rd = r_dlight + i;
+                       VectorSubtract (currentrenderentity->origin, rd->origin, v);
+                       f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+                       VectorScale(rd->light, f, ambientcolor);
+                       intensity = DotProduct(ambientcolor, ambientcolor);
+                       if (f < 0)
+                               intensity *= -1.0f;
+                       if (nearlights < maxnearlights)
+                               j = nearlights++;
+                       else
                        {
-                               dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0];
-                               dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1];
-                               dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2];
-                               t1 = (192.0f / LIGHTSCALE) / t2;
-                               basecolor[0] += dist[0] * t1;
-                               basecolor[1] += dist[1] * t1;
-                               basecolor[2] += dist[2] * t1;
+                               for (j = 0;j < maxnearlights;j++)
+                               {
+                                       if (nearlight[j].intensity < intensity)
+                                       {
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
+                                       }
+                               }
+                       }
+                       if (j >= maxnearlights)
+                       {
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
+                       else
+                       {
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(rd->origin, nl->origin);
+                               else
+                                       softwareuntransform(rd->origin, nl->origin);
+                               // integrate mscale into falloff, for maximum speed
+                               nl->falloff = mscale;
+                               VectorCopy(ambientcolor, nl->ambientlight);
+                               nl->light[0] = rd->light[0] * colorr * 4.0f;
+                               nl->light[1] = rd->light[1] * colorg * 4.0f;
+                               nl->light[2] = rd->light[2] * colorb * 4.0f;
+                               nl->subtract = rd->subtract;
+                               nl->offset = LIGHTOFFSET;
                        }
                }
        }
-       t1 = bound(0, basecolor[0], 255);r = (byte) t1;
-       t1 = bound(0, basecolor[1], 255);g = (byte) t1;
-       t1 = bound(0, basecolor[2], 255);b = (byte) t1;
-       ((byte *)&color)[0] = r;
-       ((byte *)&color)[1] = g;
-       ((byte *)&color)[2] = b;
-       ((byte *)&color)[3] = a;
+       else
+       {
+               R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
+       }
+       basecolor[0] *= colorr;
+       basecolor[1] *= colorg;
+       basecolor[2] *= colorb;
+       avc = aliasvertcolor;
        if (nearlights)
        {
-               int temp;
-               vec3_t v;
-               float *av;
                av = aliasvert;
-               if (nearlights == 1)
-               {
-                       for (i = 0;i < numverts;i++)
-                       {
-                               VectorSubtract(nearlight[0].origin, av, v);
-                               t = DotProduct(avn,v);
-                               if (t > 0)
-                               {
-                                       t /= DotProduct(v,v);
-                                       temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp;
-                                       temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp;
-                                       temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp;
-                                       avc[3] = a;
-                               }
-                               else
-                                       *((int *)avc) = color;
-                               avc += 4;
-                               av+=3;
-                               avn+=3;
-                       }
-               }
-               else
+               avn = aliasvertnorm;
+               for (i = 0;i < numverts;i++)
                {
-                       int i1, i2, i3, k;
-                       for (i = 0;i < numverts;i++)
+                       VectorCopy(basecolor, color);
+                       for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
                        {
-                               t1 = basecolor[0];
-                               t2 = basecolor[1];
-                               t3 = basecolor[2];
-                               k = false;
-                               for (j = 0;j < nearlights;j++)
+                               VectorSubtract(nl->origin, av, v);
+                               // directional shading
+                               dot = DotProduct(avn,v);
+                               if (dot > 0)
                                {
-                                       VectorSubtract(nearlight[j].origin, av, v);
-                                       t = DotProduct(avn,v);
-                                       if (t > 0)
+                                       // the vertex normal faces the light
+
+                                       // do the distance attenuation
+                                       dist2 = DotProduct(v,v);
+                                       f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
+                                       if (f > 0)
                                        {
-                                               t /= DotProduct(v,v);
-                                               t1 += nearlight[j].color[0] * t;
-                                               t2 += nearlight[j].color[1] * t;
-                                               t3 += nearlight[j].color[2] * t;
-                                               k = true;
+                                               #if SLOWMATH
+                                               t = 1.0f / sqrt(dist2);
+                                               #else
+                                               *((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
+                                               t = t * (1.5f - (dist2 * 0.5f * t * t));
+                                               #endif
+
+                                               // dot * t is dotproduct with a normalized v.
+                                               // (the result would be -1 to +1, but we already
+                                               // eliminated the <= 0 case, so it is 0 to 1)
+
+                                               // the hardness variables are for backlighting/shinyness
+                                               // these have been hardwired at * 0.5 + 0.5 to match
+                                               // the quake map lighting utility's equations
+                                               f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
+                                               VectorMA(color, f, nl->light, color);
                                        }
                                }
-                               if (k) // dodge the costly float -> int conversions
-                               {
-                                       i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1;
-                                       i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2;
-                                       i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3;
-                                       avc[3] = a;
-                               }
-                               else
-                                       *((int *)avc) = color;
-                               avc += 4;
                        }
+
+                       VectorCopy(color, avc);
+                       avc[3] = a;
+                       avc += 4;
+                       av += 4;
+                       avn += 3;
                }
        }
        else
        {
                for (i = 0;i < numverts;i++)
                {
-                       *((int *)avc) = color;
+                       VectorCopy(basecolor, avc);
+                       avc[3] = a;
                        avc += 4;
                }
        }
 }
+