+ }
+}
+
+
+void R_BuildLightList(void)
+{
+ int i;
+ dlight_t *cd;
+ rdlight_t *rd;
+
+ r_numdlights = 0;
+ c_dlights = 0;
+
+ if (!r_dynamic.integer || !cl_dlights)
+ 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;
+ c_dlights++; // count every dlight in use
+ }
+}
+
+void R_DrawCoronas(void)
+{
+ int i;
+ rmeshstate_t m;
+ float scale, viewdist, diff[3], dist;
+ rdlight_t *rd;
+ if (!r_coronas.integer)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true; // magic
+ m.tex[0] = R_GetTexture(lightcorona);
+ R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_State(&m);
+ 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 && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true) == 1)
+ {
+ scale = r_colorscale * (1.0f / 131072.0f);
+ if (gl_flashblend.integer)
+ scale *= 4.0f;
+ if (fogenabled)
+ {
+ VectorSubtract(rd->origin, r_origin, diff);
+ scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+ varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = rd->light[0] * scale;
+ varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = rd->light[1] * scale;
+ varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = rd->light[2] * scale;
+ varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = 1;
+ varray_texcoord[0][0] = 0;
+ varray_texcoord[0][1] = 0;
+ varray_texcoord[0][2] = 0;
+ varray_texcoord[0][3] = 1;
+ varray_texcoord[0][4] = 1;
+ varray_texcoord[0][5] = 1;
+ varray_texcoord[0][6] = 1;
+ varray_texcoord[0][7] = 0;
+ scale = rd->cullradius * 0.25f;
+ if (gl_flashblend.integer)
+ scale *= 2.0f;
+ varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
+ varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
+ varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
+ varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
+ varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
+ varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
+ varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
+ varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
+ varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
+ varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
+ varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
+ varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Draw(4, 2, polygonelements);
+ }
+ }