]> 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 defa8f0d58ddc1463364dfed8351a0dee3f56af1..8f7b9837452c9bf81aa0011d4bf5f1a73fec87ba 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -23,12 +23,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 cvar_t r_lightmodels = {"r_lightmodels", "1"};
 
-void rlight_init()
+extern cvar_t gl_transform;
+
+void r_light_start()
+{
+}
+
+void r_light_shutdown()
+{
+}
+
+void r_light_newmap()
 {
-       Cvar_RegisterVariable(&r_lightmodels);
 }
 
-int    r_dlightframecount;
+void R_Light_Init()
+{
+       Cvar_RegisterVariable(&r_lightmodels);
+       R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
+}
 
 /*
 ==================
@@ -70,85 +83,138 @@ DYNAMIC LIGHTS
 R_MarkLights
 =============
 */
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
+void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
 {
-       float           dist, l, maxdist;
+       float           ndist, maxdist;
        msurface_t      *surf;
-       int                     i, j, s, t;
-       vec3_t          impact;
-       
-loc0:
-       if (node->contents < 0)
+       mleaf_t         *leaf;
+       int                     i;
+
+       if (!r_dynamic.value)
                return;
 
-       dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist;
-       
-       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 (ndist < -light->radius)
+       {
+               node = node->children[1];
+               goto loc0;
        }
-
-       maxdist = light->radius*light->radius;
 
 // mark the polygons
        surf = cl.worldmodel->surfaces + node->firstsurface;
        for (i=0 ; i<node->numsurfaces ; i++, surf++)
        {
-               if (surf->flags & SURF_DRAWTURB) // water
+               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)
                {
-                       if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+                       dist2 += d * d;
+                       if (dist2 >= maxdist)
+                               continue;
+               }
+               else
+               {
+                       d -= surf->extents[0] + 16;
+                       if (d > 0)
                        {
-                               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;
+                               dist2 += d * d;
+                               if (dist2 >= maxdist)
+                                       continue;
                        }
-                       surf->dlightbits[bitindex] |= bit;
                }
-               // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary uploads
-               else /*if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))*/
+
+               d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               if (d < 0)
                {
-                       // passed the plane side check
-                       for (j=0 ; j<3 ; j++)
-                               impact[j] = lightorigin[j] - surf->plane->normal[j]*dist;
-
-                       // clamp center of light to corner and check brightness
-                       l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-                       s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
-                       s = l - s;
-                       l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-                       t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
-                       t = l - t;
-                       // compare to minimum light
-                       if ((s*s+t*t+dist*dist) < maxdist)
+                       dist2 += d * d;
+                       if (dist2 >= maxdist)
+                               continue;
+               }
+               else
+               {
+                       d -= surf->extents[1] + 16;
+                       if (d > 0)
                        {
-                               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;
+                               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 (((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)
        {
                if (node->children[1]->contents >= 0)
                {
-                       R_MarkLights (lightorigin, light, bit, bitindex, node->children[0]);
+                       R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]);
                        node = node->children[1];
                        goto loc0;
                }
@@ -165,6 +231,159 @@ 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)
+{
+       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);
+               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, dist, maxdist;
+
+               lightframe++;
+
+               radius = light->radius * 2;
+
+               // clamp radius to avoid exceeding 32768 entry division table
+               if (radius > 2048)
+                       radius = 2048;
+
+               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;
+
+               // for comparisons to minimum acceptable light
+               maxdist = radius*radius;
+
+               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];
+                                               if (leaf->visframe != r_framecount)
+                                                       continue;
+                                               if (leaf->contents == CONTENTS_SOLID)
+                                                       continue;
+                                               // if out of the light radius, skip
+                                               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_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 (surf->visframe != r_framecount || surf->lightframe == lightframe)
+                                                                       continue;
+                                                               surf->lightframe = lightframe;
+                                                               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)
+                                                               {
+                                                                       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_framecount;
+                                                                       }
+                                                                       surf->dlightbits[bitindex] |= bit;
+                                                               }
+                                                       }
+                                                       while (--m);
+                                               }
+                                       }
+                               }
+                               k++;
+                               continue;
+                       }
+               
+                       k += *in++;
+               }
+       }
+}
+
 
 /*
 =============
@@ -176,18 +395,17 @@ 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 (/*gl_flashblend.value ||*/ !r_dynamic.value)
+       if (!r_dynamic.value)
                return;
 
        l = cl_dlights;
 
        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_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
+               R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel);
        }
 }
 
@@ -205,6 +423,7 @@ vec3_t                      lightspot;
 
 extern cvar_t r_ambient;
 
+/*
 int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
 {
        float           front, back, frac;
@@ -300,8 +519,8 @@ void R_LightPoint (vec3_t color, vec3_t p)
                color[0] = color[1] = color[2] = 255;
                return;
        }
-       
-       end[0] = p[0];
+
+       end[0] = p[0];
        end[1] = p[1];
        end[2] = p[2] - 2048;
 
@@ -309,53 +528,258 @@ void R_LightPoint (vec3_t color, vec3_t p)
        RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
 }
 
-// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
+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);
+}
+*/
+
+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;
+
+loc0:
+       if (node->contents < 0)
+               return false;           // didn't hit anything
+
+       switch (node->plane->type)
+       {
+       case PLANE_X:
+               node = node->children[x < node->plane->dist];
+               goto loc0;
+       case PLANE_Y:
+               node = node->children[y < node->plane->dist];
+               goto loc0;
+       case PLANE_Z:
+               side = startz < node->plane->dist;
+               if ((endz < node->plane->dist) == side)
+               {
+                       node = node->children[side];
+                       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:
+               back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
+               front += startz * node->plane->normal[2];
+               back += endz * node->plane->normal[2];
+               side = front < node->plane->dist;
+               if ((back < node->plane->dist) == side)
+               {
+                       node = node->children[side];
+                       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
+       else
+       {
+               // check for impact on this node
+               if (node->numsurfaces)
+               {
+                       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)
+                                       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]);
+                               dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
+
+                               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;
+                                       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
+
+                                       lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
+
+                                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+                                       {
+                                               scale = d_lightstylevalue[surf->styles[maps]];
+                                               r00 += lightmap[      0] * scale;g00 += lightmap[      1] * scale;b00 += lightmap[      2] * scale;
+                                               r01 += lightmap[      3] * scale;g01 += lightmap[      4] * scale;b01 += lightmap[      5] * scale;
+                                               r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
+                                               r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
+                                               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);
+                               }
+                               return true; // success
+                       }
+               }
+
+               // go down back side
+               node = node->children[side ^ 1];
+               startz = mid;
+               distz = endz - startz;
+               goto loc0;
+//             return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz);
+       }
+}
+
 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
 {
-       int             i;
+       int             i, j, k;
        vec3_t  dist;
        float   brightness, r, f;
 
-       if (/*gl_flashblend.value ||*/ !r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
+       if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
                return;
 
-       for (i=0 ; i<MAX_DLIGHTS ; i++)
+       for (j = 0;j < (MAX_DLIGHTS >> 5);j++)
        {
-               if (!((1 << (i&31)) & dlightbits[i>>5]))
-                       continue;
-               if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-                       continue;
-               VectorSubtract (org, cl_dlights[i].origin, dist);
-               if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius))
+               if (dlightbits[j])
                {
-                       brightness = r * 16.0 / 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];
+                       for (i=0 ; i<32 ; i++)
+                       {
+                               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;
+                               if (f < r)
+                               {
+                                       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];
+                               }
+                       }
                }
        }
 }
 
-// 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;
        vec3_t  dist;
        float   brightness, r, f;
 
-       if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+       if (!r_dynamic.value)
                return;
 
        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);
-               if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius))
+               f = DotProduct(dist, dist) + LIGHTOFFSET;
+               r = cl_dlights[i].radius*cl_dlights[i].radius;
+               if (f < r)
                {
-                       brightness = r * 16.0 / f;
+                       brightness = r * 256.0f / f;
                        if (cl_dlights[i].dark)
                                brightness = -brightness;
                        color[0] += brightness * cl_dlights[i].color[0];
@@ -364,23 +788,17 @@ 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 vec_t shadecolor[];
 extern float modelalpha;
-extern qboolean lighthalf;
-void R_LightModel(int numverts, vec3_t center)
+void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor)
 {
-       int i, j, nearlights = 0;
-       vec3_t dist;
+       // 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
@@ -388,111 +806,82 @@ void R_LightModel(int numverts, vec3_t center)
                vec3_t color;
                vec3_t origin;
        } nearlight[MAX_DLIGHTS];
-       if (!lighthalf)
-       {
-               shadecolor[0] *= 2.0f;
-               shadecolor[1] *= 2.0f;
-               shadecolor[2] *= 2.0f;
-       }
+       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)
-               {
-                       r = (byte) ((float) (128.0f * currententity->colormod[0]));
-                       g = (byte) ((float) (128.0f * currententity->colormod[1]));
-                       b = (byte) ((float) (128.0f * currententity->colormod[2]));
-               }
-               else
-               {
-                       r = (byte) ((float) (255.0f * currententity->colormod[0]));
-                       g = (byte) ((float) (255.0f * currententity->colormod[1]));
-                       b = (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++)
                {
-                       *avc++ = r;
-                       *avc++ = g;
-                       *avc++ = b;
-                       *avc++ = a;
+                       *((int *)avc) = color;
+                       avc += 4;
                }
                return;
        }
-       if (r_lightmodels.value)
+       R_ModelLightPoint(basecolor, center, modeldlightbits);
+
+       basecolor[0] *= mod[0];
+       basecolor[1] *= mod[1];
+       basecolor[2] *= mod[2];
+       for (i = 0;i < MAX_DLIGHTS;i++)
        {
-               for (i = 0;i < MAX_DLIGHTS;i++)
+               if (!modeldlightbits[i >> 5])
                {
-                       if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-                               continue;
-                       VectorSubtract (center, cl_dlights[i].origin, dist);
-                       if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
+                       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)
+               {
+                       // transform the light into the model's coordinate system
+                       if (gl_transform.value)
+                               softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin);
+                       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 * 0.5f;
-                               nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               if (cl_dlights[i].dark)
-                               {
-                                       nearlight[nearlights].color[0] = -nearlight[nearlights].color[0];
-                                       nearlight[nearlights].color[1] = -nearlight[nearlights].color[1];
-                                       nearlight[nearlights].color[2] = -nearlight[nearlights].color[2];
-                               }
-                               if (lighthalf)
-                               {
-                                       nearlight[nearlights].color[0] *= 0.5f;
-                                       nearlight[nearlights].color[1] *= 0.5f;
-                                       nearlight[nearlights].color[2] *= 0.5f;
-                               }
-                               t1 = 1.0f / t2;
-                               shadecolor[0] += nearlight[nearlights].color[0] * t1;
-                               shadecolor[1] += nearlight[nearlights].color[1] * t1;
-                               shadecolor[2] += nearlight[nearlights].color[2] * t1;
-                               nearlight[nearlights].color[0] *= currententity->colormod[0];
-                               nearlight[nearlights].color[1] *= currententity->colormod[1];
-                               nearlight[nearlights].color[2] *= currententity->colormod[2];
-                               nearlights++;
                        }
-               }
-       }
-       else
-       {
-               for (i = 0;i < MAX_DLIGHTS;i++)
-               {
-                       if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-                               continue;
-                       VectorSubtract (center, cl_dlights[i].origin, dist);
-                       if ((t2 = DotProduct(dist,dist)) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
+                       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
                        {
-                               dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               if (cl_dlights[i].dark)
-                               {
-                                       dist[0] = -dist[0];
-                                       dist[1] = -dist[1];
-                                       dist[2] = -dist[2];
-                               }
-                               if (lighthalf)
-                               {
-                                       dist[0] *= 0.5f;
-                                       dist[1] *= 0.5f;
-                                       dist[2] *= 0.5f;
-                               }
-                               t1 = 1.5f / t2;
-                               shadecolor[0] += dist[0] * t1;
-                               shadecolor[1] += dist[1] * t1;
-                               shadecolor[2] += dist[2] * t1;
+                               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;
                        }
                }
        }
-       shadecolor[0] *= currententity->colormod[0];
-       shadecolor[1] *= currententity->colormod[1];
-       shadecolor[2] *= currententity->colormod[2];
-       t1 = bound(0, shadecolor[0], 255);r = (byte) t1;
-       t1 = bound(0, shadecolor[1], 255);g = (byte) t1;
-       t1 = bound(0, shadecolor[2], 255);b = (byte) t1;
+       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;
        if (nearlights)
        {
                int temp;
@@ -507,49 +896,60 @@ void R_LightModel(int numverts, vec3_t center)
                                t = DotProduct(avn,v);
                                if (t > 0)
                                {
-                                       t /= DotProduct(v,v);
-                                       temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
-                                       temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
-                                       temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = 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
-                               {
-                                       *avc++ = r;
-                                       *avc++ = g;
-                                       *avc++ = b;
-                               }
-                               *avc++ = a;
-                               av+=3;
-                               avn+=3;
+                                       *((int *)avc) = color;
+                               avc += 4;
+                               av += 3;
+                               avn += 3;
                        }
                }
                else
                {
-                       int i1, i2, i3;
                        for (i = 0;i < numverts;i++)
                        {
-                               t1 = shadecolor[0];
-                               t2 = shadecolor[1];
-                               t3 = shadecolor[2];
+                               int lit;
+                               t1 = basecolor[0];
+                               t2 = basecolor[1];
+                               t3 = basecolor[2];
+                               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;
+                                               lit = true;
                                        }
                                }
-                               i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;
-                               i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;
-                               i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;
-                               *avc++ = i1;
-                               *avc++ = i2;
-                               *avc++ = i3;
-                               *avc++ = a;
+                               if (lit)
+                               {
+                                       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 // dodge the costly float -> int conversions
+                                       *((int *)avc) = color;
+                               avc += 4;
+                               av += 3;
+                               avn += 3;
                        }
                }
        }
@@ -557,10 +957,8 @@ void R_LightModel(int numverts, vec3_t center)
        {
                for (i = 0;i < numverts;i++)
                {
-                       *avc++ = r;
-                       *avc++ = g;
-                       *avc++ = b;
-                       *avc++ = a;
+                       *((int *)avc) = color;
+                       avc += 4;
                }
        }
 }