+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ float f, lightmins[3], lightmaxs[3];
+ surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_UpdateTextureInfo(ent);
+ if (ent != &cl_entities[0].render)
+ {
+ // bmodel, cull crudely to view and light
+ for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
+ {
+ if (BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ {
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
+ {
+ f = PlaneDiff(relativeeyeorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f > 0)
+ {
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ // world, already culled to view, just cull to light
+ for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
+ {
+ if (surf->visframe == r_framecount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ {
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
+ {
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+ }
+ }
+ }
+ }
+ }
+ }