]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
***map loader generates portals for the map*** (can you tell this is a big deal? :)
[xonotic/darkplaces.git] / r_light.c
index bb50a11ce59b27c417fa38e26faacae67a568812..8f7b9837452c9bf81aa0011d4bf5f1a73fec87ba 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -23,6 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 cvar_t r_lightmodels = {"r_lightmodels", "1"};
 
+extern cvar_t gl_transform;
+
 void r_light_start()
 {
 }
@@ -31,14 +33,16 @@ void r_light_shutdown()
 {
 }
 
+void r_light_newmap()
+{
+}
+
 void R_Light_Init()
 {
        Cvar_RegisterVariable(&r_lightmodels);
-       R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
+       R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
 }
 
-int    r_dlightframecount;
-
 /*
 ==================
 R_AnimateLight
@@ -81,52 +85,129 @@ R_MarkLights
 */
 void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
 {
-       float           dist;
+       float           ndist, maxdist;
        msurface_t      *surf;
+       mleaf_t         *leaf;
        int                     i;
 
-loc0:
-       if (node->contents < 0)
+       if (!r_dynamic.value)
                return;
 
-       dist = PlaneDiff(lightorigin, node->plane);
-       
-       if (dist > light->radius)
+       // for comparisons to minimum acceptable light
+       maxdist = light->radius * light->radius;
+
+       // clamp radius to avoid exceeding 32768 entry division table
+       if (maxdist > 4194304)
+               maxdist = 4194304;
+
+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 > light->radius)
        {
-               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 < -light->radius)
        {
-               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;
        for (i=0 ; i<node->numsurfaces ; i++, surf++)
        {
-               if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+               int d;
+               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;
+
+               impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
+               impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
+               impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
+
+               d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+
+               if (d < 0)
+               {
+                       dist2 += d * d;
+                       if (dist2 >= maxdist)
+                               continue;
+               }
+               else
+               {
+                       d -= surf->extents[0] + 16;
+                       if (d > 0)
+                       {
+                               dist2 += d * d;
+                               if (dist2 >= maxdist)
+                                       continue;
+                       }
+               }
+
+               d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               if (d < 0)
+               {
+                       dist2 += d * d;
+                       if (dist2 >= maxdist)
+                               continue;
+               }
+               else
+               {
+                       d -= surf->extents[1] + 16;
+                       if (d > 0)
+                       {
+                               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_dlightframecount;
+                       surf->dlightframe = r_framecount;
                }
                surf->dlightbits[bitindex] |= bit;
+
+               /*
+               if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
+               {
+                       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)
@@ -160,6 +241,9 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
 {
        mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
 
+       if (!r_dynamic.value)
+               return;
+
        if (!pvsleaf->compressed_vis)
        {       // no vis info, so make all visible
                R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
@@ -172,13 +256,22 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                mleaf_t *leaf;
                byte    *in = pvsleaf->compressed_vis;
                int             row = (model->numleafs+7)>>3;
-               float   low[3], high[3], radius;
+               float   low[3], high[3], radius, dist, maxdist;
+
+               lightframe++;
+
+               radius = light->radius * 2;
+
+               // clamp radius to avoid exceeding 32768 entry division table
+               if (radius > 2048)
+                       radius = 2048;
 
-               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++;
+               // for comparisons to minimum acceptable light
+               maxdist = radius*radius;
+
                k = 0;
                while (k < row)
                {
@@ -193,22 +286,19 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                        if (c & (1<<i))
                                        {
                                                leaf = &model->leafs[(k << 3)+i+1];
-                                               leaf->lightframe = lightframe;
-                                               if (leaf->visframe != r_visframecount)
+                                               if (leaf->visframe != r_framecount)
                                                        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])
+                                               if (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_dlightframecount) // not dynamic until now
+                                               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_dlightframecount;
+                                                       leaf->dlightframe = r_framecount;
                                                }
                                                leaf->dlightbits[bitindex] |= bit;
                                                if ((m = leaf->nummarksurfaces))
@@ -220,12 +310,63 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                                                if (surf->visframe != r_framecount || surf->lightframe == lightframe)
                                                                        continue;
                                                                surf->lightframe = lightframe;
-                                                               //if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
+                                                               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 >= -0.25f || (surf->flags & SURF_LIGHTBOTHSIDES)) && dist < radius)
                                                                {
-                                                                       if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+                                                                       int d;
+                                                                       float dist2, impact[3];
+
+                                                                       dist2 = dist * dist;
+
+                                                                       impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
+                                                                       impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
+                                                                       impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
+
+                                                                       d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+
+                                                                       if (d < 0)
+                                                                       {
+                                                                               dist2 += d * d;
+                                                                               if (dist2 >= maxdist)
+                                                                                       continue;
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               d -= surf->extents[0] + 16;
+                                                                               if (d > 0)
+                                                                               {
+                                                                                       dist2 += d * d;
+                                                                                       if (dist2 >= maxdist)
+                                                                                               continue;
+                                                                               }
+                                                                       }
+
+                                                                       d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+                                                                       if (d < 0)
+                                                                       {
+                                                                               dist2 += d * d;
+                                                                               if (dist2 >= maxdist)
+                                                                                       continue;
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               d -= surf->extents[1] + 16;
+                                                                               if (d > 0)
+                                                                               {
+                                                                                       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_dlightframecount;
+                                                                               surf->dlightframe = r_framecount;
                                                                        }
                                                                        surf->dlightbits[bitindex] |= bit;
                                                                }
@@ -254,8 +395,6 @@ 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)
                return;
 
@@ -263,7 +402,7 @@ void R_PushDlights (void)
 
        for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
        {
-               if (l->die < cl.time || !l->radius)
+               if (!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);
@@ -527,32 +666,6 @@ loc0:
        }
 }
 
-void R_LightPoint (vec3_t color, vec3_t p)
-{
-       if (r_fullbright.value || !cl.worldmodel->lightdata)
-       {
-               color[0] = color[1] = color[2] = 255;
-               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)
-       {
-               color[0] = color[1] = color[2] = 255;
-               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;
@@ -568,15 +681,17 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
                {
                        for (i=0 ; i<32 ; i++)
                        {
-                               if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+                               if (!((1 << i) & dlightbits[j]))
                                        continue;
                                k = (j<<5)+i;
+                               if (!cl_dlights[k].radius)
+                                       continue;
                                VectorSubtract (org, cl_dlights[k].origin, dist);
                                f = DotProduct(dist, dist) + LIGHTOFFSET;
-                               r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE;
+                               r = cl_dlights[k].radius*cl_dlights[k].radius;
                                if (f < r)
                                {
-                                       brightness = r * 16.0f / f;
+                                       brightness = r * 128.0f / 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];
@@ -586,7 +701,66 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
        }
 }
 
-// same as above but no bitmask to check
+void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic)
+{
+       mleaf_t *leaf;
+       leaf = Mod_PointInLeaf(p, cl.worldmodel);
+       if (leaf->contents == CONTENTS_SOLID)
+       {
+               color[0] = color[1] = color[2] = 0;
+               return;
+       }
+
+       if (r_fullbright.value || !cl.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               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);
+
+       if (dynamic)
+               R_DynamicLightPoint(color, p, leaf->dlightbits);
+}
+
+void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
+{
+       mleaf_t *leaf;
+       leaf = Mod_PointInLeaf(p, cl.worldmodel);
+       if (leaf->contents == CONTENTS_SOLID)
+       {
+               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.value || !cl.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 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);
+
+       if (leaf->dlightframe == r_framecount)
+       {
+               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;
+}
+
+/* // not currently used
 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
 {
        int             i;
@@ -598,14 +772,14 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
 
        for (i=0 ; i<MAX_DLIGHTS ; i++)
        {
-               if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+               if (!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;
+               r = cl_dlights[i].radius*cl_dlights[i].radius;
                if (f < r)
                {
-                       brightness = r * 16.0f / f;
+                       brightness = r * 256.0f / f;
                        if (cl_dlights[i].dark)
                                brightness = -brightness;
                        color[0] += brightness * cl_dlights[i].color[0];
@@ -614,20 +788,13 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
                }
        }
 }
-
-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 qboolean lighthalf;
-extern int modeldlightbits[8];
-void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
+void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor)
 {
        // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
        int i, j, nearlights = 0, color;
@@ -639,23 +806,27 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                vec3_t color;
                vec3_t origin;
        } nearlight[MAX_DLIGHTS];
+       int modeldlightbits[8];
        avc = aliasvertcolor;
        avn = aliasvertnorm;
        a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
-       if (currententity->effects & EF_FULLBRIGHT)
+       if (lighthalf)
        {
-               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]));
-               }
+               mod[0] = ent->render.colormod[0] * 0.5f;
+               mod[1] = ent->render.colormod[1] * 0.5f;
+               mod[2] = ent->render.colormod[2] * 0.5f;
+       }
+       else
+       {
+               mod[0] = ent->render.colormod[0];
+               mod[1] = ent->render.colormod[1];
+               mod[2] = ent->render.colormod[2];
+       }
+       if (ent->render.effects & EF_FULLBRIGHT)
+       {
+               ((byte *)&color)[0] = (byte) (255.0f * mod[0]);
+               ((byte *)&color)[1] = (byte) (255.0f * mod[1]);
+               ((byte *)&color)[2] = (byte) (255.0f * mod[2]);
                ((byte *)&color)[3] = a;
                for (i = 0;i < numverts;i++)
                {
@@ -664,72 +835,43 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                }
                return;
        }
-       if (lighthalf)
-       {
-               mod[0] = currententity->colormod[0] * 0.5f;
-               mod[1] = currententity->colormod[1] * 0.5f;
-               mod[2] = currententity->colormod[2] * 0.5f;
-       }
-       else
-       {
-               mod[0] = currententity->colormod[0];
-               mod[1] = currententity->colormod[1];
-               mod[2] = currententity->colormod[2];
-       }
+       R_ModelLightPoint(basecolor, center, modeldlightbits);
+
        basecolor[0] *= mod[0];
        basecolor[1] *= mod[1];
        basecolor[2] *= mod[2];
-       if (r_lightmodels.value)
+       for (i = 0;i < MAX_DLIGHTS;i++)
        {
-               for (i = 0;i < MAX_DLIGHTS;i++)
+               if (!modeldlightbits[i >> 5])
+               {
+                       i |= 31;
+                       continue;
+               }
+               if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+                       continue;
+               VectorSubtract (center, cl_dlights[i].origin, dist);
+               t2 = DotProduct(dist,dist) + LIGHTOFFSET;
+               t1 = cl_dlights[i].radius*cl_dlights[i].radius;
+               if (t2 < t1)
                {
-                       if (!modeldlightbits[i >> 5])
+                       // transform the light into the model's coordinate system
+                       if (gl_transform.value)
+                               softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin);
+                       else
                        {
-                               i |= 31;
-                               continue;
+                               VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
                        }
-                       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)
+                       nearlight[nearlights].color[0] = cl_dlights[i].color[0] * t1 * mod[0];
+                       nearlight[nearlights].color[1] = cl_dlights[i].color[1] * t1 * mod[1];
+                       nearlight[nearlights].color[2] = cl_dlights[i].color[2] * t1 * mod[2];
+                       if (r_lightmodels.value && (ent == NULL || ent != cl_dlights[i].ent))
+                               nearlights++;
+                       else
                        {
-                               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;
+                               t1 = 1.0f / t2;
                                basecolor[0] += nearlight[nearlights].color[0] * t1;
                                basecolor[1] += nearlight[nearlights].color[1] * t1;
                                basecolor[2] += nearlight[nearlights].color[2] * t1;
-                               nearlights++;
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < MAX_DLIGHTS;i++)
-               {
-                       if (!modeldlightbits[i >> 5])
-                       {
-                               i |= 31;
-                               continue;
-                       }
-                       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)
-                       {
-                               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;
                        }
                }
        }
@@ -754,51 +896,60 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                                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;
+                                       t /= (DotProduct(v,v) + LIGHTOFFSET);
+                                       temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));
+                                       avc[0] = bound(0, temp, 255);
+                                       temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));
+                                       avc[1] = bound(0, temp, 255);
+                                       temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));
+                                       avc[2] = bound(0, temp, 255);
                                        avc[3] = a;
                                }
                                else
                                        *((int *)avc) = color;
                                avc += 4;
-                               av+=3;
-                               avn+=3;
+                               av += 3;
+                               avn += 3;
                        }
                }
                else
                {
-                       int i1, i2, i3, k;
                        for (i = 0;i < numverts;i++)
                        {
+                               int lit;
                                t1 = basecolor[0];
                                t2 = basecolor[1];
                                t3 = basecolor[2];
-                               k = false;
+                               lit = false;
                                for (j = 0;j < nearlights;j++)
                                {
                                        VectorSubtract(nearlight[j].origin, av, v);
                                        t = DotProduct(avn,v);
                                        if (t > 0)
                                        {
-                                               t /= DotProduct(v,v);
+                                               t /= (DotProduct(v,v) + LIGHTOFFSET);
                                                t1 += nearlight[j].color[0] * t;
                                                t2 += nearlight[j].color[1] * t;
                                                t3 += nearlight[j].color[2] * t;
-                                               k = true;
+                                               lit = true;
                                        }
                                }
-                               if (k) // dodge the costly float -> int conversions
+                               if (lit)
                                {
-                                       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;
+                                       int i1, i2, i3;
+                                       i1 = (int) t1;
+                                       avc[0] = bound(0, i1, 255);
+                                       i2 = (int) t2;
+                                       avc[1] = bound(0, i2, 255);
+                                       i3 = (int) t3;
+                                       avc[2] = bound(0, i3, 255);
                                        avc[3] = a;
                                }
-                               else
+                               else // dodge the costly float -> int conversions
                                        *((int *)avc) = color;
                                avc += 4;
+                               av += 3;
+                               avn += 3;
                        }
                }
        }