]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added newmap function to render modules (so explosions and other things are reset...
[xonotic/darkplaces.git] / gl_rsurf.c
index 27cd761d4c08a0bf47eae9d796c7f1b47f190468..9031969f8c27bc30ccd493922145779fb7d22c32 100644 (file)
@@ -21,15 +21,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-extern int                     skytexturenum;
-
 int            lightmap_textures;
 
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
 // LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             128
-#define        BLOCK_HEIGHT    128
+#define        BLOCK_WIDTH             256
+#define        BLOCK_HEIGHT    256
 // LordHavoc: increased lightmap limit from 64 to 1024
 #define        MAX_LIGHTMAPS   1024
 #define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
@@ -41,23 +37,23 @@ short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
 byte *lightmaps[MAX_LIGHTMAPS];
 short lightmapupdate[MAX_LIGHTMAPS][2];
 
+signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
+
 int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
 cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
+cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
 cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
 cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
 cvar_t r_ambient = {"r_ambient", "0"};
 cvar_t gl_vertex = {"gl_vertex", "0"};
 cvar_t gl_texsort = {"gl_texsort", "1"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
+cvar_t r_newworldnode = {"r_newworldnode", "0"};
+cvar_t r_oldclip = {"r_oldclip", "1"};
+cvar_t r_dlightmap = {"r_dlightmap", "1"};
 
 qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
 int lightmapbytes;
 
-extern qboolean gl_arrays;
-
-extern int r_dlightframecount;
-
 void gl_surf_start()
 {
 }
@@ -66,6 +62,10 @@ void gl_surf_shutdown()
 {
 }
 
+void gl_surf_newmap()
+{
+}
+
 void GL_Surf_Init()
 {
        int i;
@@ -76,22 +76,183 @@ void GL_Surf_Init()
        Cvar_RegisterVariable(&gl_nosubimagefragments);
        Cvar_RegisterVariable(&gl_nosubimage);
        Cvar_RegisterVariable(&r_ambient);
-//     Cvar_RegisterVariable(&gl_funnywalls);
        Cvar_RegisterVariable(&gl_vertex);
        Cvar_RegisterVariable(&gl_texsort);
-       // check if it's the glquake minigl driver
-       if (strncasecmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
+       Cvar_RegisterVariable(&r_newworldnode);
+       Cvar_RegisterVariable(&r_oldclip);
+       Cvar_RegisterVariable(&r_dlightmap);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+
+int         dlightdivtable[32768];
+
+/*
+       R_AddDynamicLights
+*/
+int R_AddDynamicLights (msurface_t *surf)
+{
+       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+       unsigned int *bl;
+       float       dist;
+       vec3_t      impact, local;
+
+       // LordHavoc: use 64bit integer...  shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+       __int64     k;
+#else
+       long long   k;
+#endif
+
+       lit = false;
+
+       if (!dlightdivtable[1])
        {
-//             Cvar_SetValue("gl_nosubimagefragments", 1);
-//             Cvar_SetValue("gl_nosubimage", 1);
-               Cvar_SetValue("gl_lightmode", 0);
+               dlightdivtable[0] = 4194304;
+               for (s = 1; s < 32768; s++)
+                       dlightdivtable[s] = 4194304 / (s << 7);
        }
 
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+
+       for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+       {
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               VectorSubtract (cl_dlights[lnum].origin, currententity->origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
+
+               // clamp radius to avoid exceeding 32768 entry division table
+               if (maxdist > 4194304)
+                       maxdist = 4194304;
+
+               dist2 = dist * dist;
+               if (dist2 >= maxdist)
+                       continue;
+
+               impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
+               impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
+               impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               s = bound(0, impacts, smax * 16) - impacts;
+               t = bound(0, impactt, tmax * 16) - impactt;
+               i = s * s + t * t + dist2;
+               if (i > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+
+               maxdist3 = maxdist - (int) (dist * dist);
+
+               // convert to 8.8 blocklights format and scale up by radius
+               red = cl_dlights[lnum].color[0] * maxdist;
+               green = cl_dlights[lnum].color[1] * maxdist;
+               blue = cl_dlights[lnum].color[2] * maxdist;
+               bl = blocklights;
+
+               i = impactt;
+               for (t = 0; t < tmax; t++, i -= 16)
+               {
+                       td = i * i;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0; s < smax; s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = dlightdivtable[(sdtable[s] + td) >> 7];
+                                               bl[0] += (red   * k) >> 9;
+                                               bl[1] += (green * k) >> 9;
+                                               bl[2] += (blue  * k) >> 9;
+                                               lit = true;
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax * 3;
+               }
+       }
+       return lit;
+}
+
+
+void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+{
+       int i, j;
+       stride -= (width*lightmapbytes);
+       if (lighthalf)
+       {
+               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
+               // the image is brightened as a processing pass
+               if (lightmaprgba)
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 4)
+                               {
+                                       out[0] = min(in[0] >> 8, 255);
+                                       out[1] = min(in[1] >> 8, 255);
+                                       out[2] = min(in[2] >> 8, 255);
+                                       out[3] = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               {
+                                       out[0] = min(in[0] >> 8, 255);
+                                       out[1] = min(in[1] >> 8, 255);
+                                       out[2] = min(in[2] >> 8, 255);
+                               }
+                       }
+               }
+       }
+       else
+       {
+               if (lightmaprgba)
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 4)
+                               {
+                                       out[0] = min(in[0] >> 7, 255);
+                                       out[1] = min(in[1] >> 7, 255);
+                                       out[2] = min(in[2] >> 7, 255);
+                                       out[3] = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               {
+                                       out[0] = min(in[0] >> 7, 255);
+                                       out[1] = min(in[1] >> 7, 255);
+                                       out[2] = min(in[2] >> 7, 255);
+                               }
+                       }
+               }
+       }
 }
 
-extern qboolean lighthalf;
 /*
 ===============
 R_BuildLightMap
@@ -102,23 +263,24 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights
 void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
 {
        int                     smax, tmax;
-       int                     t;
-       int                     i, j, size;
+       int                     i, j, size, size3;
        byte            *lightmap;
        int                     scale;
        int                     maps;
        int                     *bl;
 
+       surf->cached_dlight = 0;
        surf->cached_lighthalf = lighthalf;
        surf->cached_ambient = r_ambient.value;
 
        smax = (surf->extents[0]>>4)+1;
        tmax = (surf->extents[1]>>4)+1;
        size = smax*tmax;
+       size3 = size*3;
        lightmap = surf->samples;
 
 // set to full bright if no light data
-       if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+       if ((currententity && (currententity->effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
        {
                bl = blocklights;
                for (i=0 ; i<size ; i++)
@@ -131,93 +293,36 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
        else
        {
 // clear to no light
-               bl = blocklights;
                j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               for (i=0 ; i<size ; i++)
+               if (j)
                {
-                       *bl++ = j;
-                       *bl++ = j;
-                       *bl++ = j;
+                       bl = blocklights;
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
                }
+               else
+                       memset(&blocklights[0], 0, size*3*sizeof(int));
 
 // add all the lightmaps
                if (lightmap)
+               {
                        for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
                        {
                                scale = d_lightstylevalue[surf->styles[maps]];
                                surf->cached_light[maps] = scale;       // 8.8 fraction
                                bl = blocklights;
-                               for (i=0 ; i<size ; i++)
-                               {
+                               for (i = 0;i < size3;i++)
                                        *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                               }
-                       }
-       }
-       stride -= (smax*lightmapbytes);
-       bl = blocklights;
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
                        }
                }
+               if (r_dlightmap.value && surf->dlightframe == r_dlightframecount)
+                       if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+                               c_light_polys++;
        }
+       R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
 }
 
-byte templight[32*32*4];
+byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
 
 void R_UpdateLightmap(msurface_t *s, int lnum)
 {
@@ -317,7 +422,6 @@ extern      float   speedscale;             // for top sky and bottom sky
 
 extern char skyname[];
 
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
 float  turbsin[256] =
 {
        #include "gl_warp_sin.h"
@@ -384,9 +488,8 @@ void RSurf_DrawSky(msurface_t *s, int transform)
                        {
                                for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                {
-                                       skyvert[currentskyvert].v[0] = v[0];
-                                       skyvert[currentskyvert].v[1] = v[1];
-                                       skyvert[currentskyvert++].v[2] = v[2];
+                                       VectorCopy(v, skyvert[currentskyvert].v);
+                                       currentskyvert++;
                                }
                        }
                }
@@ -415,8 +518,8 @@ int RSurf_Light(int *dlightbits, glpoly_t *polys)
                                        cr = light->color[0];
                                        cg = light->color[1];
                                        cb = light->color[2];
-                                       radius = light->radius*light->radius*LIGHTSCALE;
-                                       radius2 = radius * (256.0f / LIGHTSCALE);
+                                       radius = light->radius*light->radius;
+                                       radius2 = radius * 256.0f;
                                        wv = wvert;
                                        for (p = polys;p;p = p->next)
                                        {
@@ -444,120 +547,235 @@ int RSurf_Light(int *dlightbits, glpoly_t *polys)
 void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
 {
        int             i;
-       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
        glpoly_t *p;
-       float   *wv, *v;
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
+       float   *v;
+       // FIXME: make fog texture if water texture is transparent?
+
+       if (s->dlightframe != r_dlightframecount)
        {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               vec3_t temp;
+               // LordHavoc: fast path for no vertex lighting cases
+               if (transform)
                {
-                       if (transform)
-                               softwaretransform(v, wv);
+                       if (r_waterripple.value)
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                       {
+                                               softwaretransform(v, temp);
+                                               transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       }
+                                       transpolyend();
+                               }
+                       }
                        else
-                               VectorCopy(v, wv);
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                       {
+                                               softwaretransform(v, temp);
+                                               transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       }
+                                       transpolyend();
+                               }
+                       }
+               }
+               else
+               {
                        if (r_waterripple.value)
-                               wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                       wv[3] = wv[4] = wv[5] = 128.0f;
-                       wv += 6;
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       transpolyend();
+                               }
+                       }
+                       else
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       transpolyend();
+                               }
+                       }
                }
        }
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-               RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       // FIXME: make fog texture if water texture is transparent?
-       for (p=s->polys ; p ; p=p->next)
+       else
        {
-               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                       transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
-               transpolyend();
+               float *wv;
+               wv = wvert;
+               for (p = s->polys;p;p = p->next)
+               {
+                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       {
+                               if (transform)
+                                       softwaretransform(v, wv);
+                               else
+                                       VectorCopy(v, wv);
+                               if (r_waterripple.value)
+                                       wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+                               wv[3] = wv[4] = wv[5] = 128.0f;
+                               wv += 6;
+                       }
+               }
+               if (s->dlightframe == r_dlightframecount)
+                       RSurf_Light(s->dlightbits, s->polys);
+               wv = wvert;
+               for (p=s->polys ; p ; p=p->next)
+               {
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+                       transpolyend();
+               }
        }
 }
 
 void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
 {
        int             i, lit = false, polys = 0, verts = 0;
-       float   *v, *wv;
+       float   *v;
        glpoly_t *p;
        wallpoly_t *wp;
        wallvert_t *out;
+       wallvertcolor_t *outcolor;
        // check for lightmap modification
-       if (r_dynamic.value)
+       if (s->cached_dlight
+        || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_dlightframecount)
+        || r_ambient.value != s->cached_ambient
+        || lighthalf != s->cached_lighthalf
+        || (r_dynamic.value
+        && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+        || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+        || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+        || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))
+               R_UpdateLightmap(s, s->lightmaptexturenum);
+       if (r_dlightmap.value || s->dlightframe != r_dlightframecount)
        {
-               if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
-               || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
-               || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
-               || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
-               || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
-                       R_UpdateLightmap(s, s->lightmaptexturenum);
-       }
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               // LordHavoc: fast path version for no vertex lighting cases
+               wp = &wallpoly[currentwallpoly];
+               out = &wallvert[currentwallvert];
+               for (p = s->polys;p;p = p->next)
                {
+                       if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
+                               return;
+                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
+                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+                       wp->firstvert = currentwallvert;
+                       wp->numverts = p->numverts;
+                       wp->lit = lit;
+                       wp++;
+                       currentwallpoly++;
+                       currentwallvert += p->numverts;
+                       v = p->verts[0];
                        if (transform)
-                               softwaretransform(v, wv);
+                       {
+                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+                               {
+                                       softwaretransform(v, out->vert);
+                                       out->vert[3] = v[3];
+                                       out->vert[4] = v[4];
+                                       out->vert[5] = v[5];
+                                       out->vert[6] = v[6];
+                               }
+                       }
                        else
-                               VectorCopy(v, wv);
-                       wv[3] = wv[4] = wv[5] = 0.0f;
-                       wv += 6;
+                       {
+                               /*
+                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+                               {
+                                       VectorCopy(v, out->vert);
+                                       out->vert[3] = v[3];
+                                       out->vert[4] = v[4];
+                                       out->vert[5] = v[5];
+                                       out->vert[6] = v[6];
+                               }
+                               */
+                               memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
+                               out += p->numverts;
+                       }
                }
-               verts += p->numverts;
-               polys++;
        }
-       if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
-               return;
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-               lit = RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       wp = &wallpoly[currentwallpoly];
-       out = &wallvert[currentwallvert];
-       currentwallpoly += polys;
-       for (p = s->polys;p;p = p->next)
+       else
        {
-               v = p->verts[0];
-               wp->texnum = (unsigned short) t->gl_texturenum;
-               wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-               wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
-               wp->firstvert = currentwallvert;
-               wp->numverts = p->numverts;
-               wp->lit = lit;
-               wp++;
-               currentwallvert += p->numverts;
-               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++)
+               float *wv;
+               wv = wvert;
+               for (p = s->polys;p;p = p->next)
                {
-                       if (lit)
+                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                        {
-                               if (lighthalf)
-                               {
-                                       out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
-                                       out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
-                                       out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
-                                       out->a = 255;
-                               }
+                               if (transform)
+                                       softwaretransform(v, wv);
                                else
+                                       VectorCopy(v, wv);
+                               wv[3] = wv[4] = wv[5] = 0.0f;
+                               wv += 6;
+                       }
+                       verts += p->numverts;
+                       polys++;
+               }
+               if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+                       return;
+               if ((!r_dlightmap.value) && s->dlightframe == r_dlightframecount)
+                       lit = RSurf_Light(s->dlightbits, s->polys);
+               wv = wvert;
+               wp = &wallpoly[currentwallpoly];
+               out = &wallvert[currentwallvert];
+               outcolor = &wallvertcolor[currentwallvert];
+               currentwallpoly += polys;
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
+                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+                       wp->firstvert = currentwallvert;
+                       wp->numverts = p->numverts;
+                       wp->lit = lit;
+                       wp++;
+                       currentwallvert += p->numverts;
+                       for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
+                       {
+                               if (lit)
                                {
-                                       out->r = (byte) (bound(0, (int) wv[3], 255));
-                                       out->g = (byte) (bound(0, (int) wv[4], 255));
-                                       out->b = (byte) (bound(0, (int) wv[5], 255));
-                                       out->a = 255;
+                                       if (lighthalf)
+                                       {
+                                               outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+                                               outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+                                               outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+                                               outcolor->a = 255;
+                                       }
+                                       else
+                                       {
+                                               outcolor->r = (byte) (bound(0, (int) wv[3], 255));
+                                               outcolor->g = (byte) (bound(0, (int) wv[4], 255));
+                                               outcolor->b = (byte) (bound(0, (int) wv[5], 255));
+                                               outcolor->a = 255;
+                                       }
                                }
+                               out->vert[0] = wv[0];
+                               out->vert[1] = wv[1];
+                               out->vert[2] = wv[2];
+                               out->vert[3] = v[3];
+                               out->vert[4] = v[4];
+                               out->vert[5] = v[5];
+                               out->vert[6] = v[6];
                        }
-                       out->vert[0] = wv[0];
-                       out->vert[1] = wv[1];
-                       out->vert[2] = wv[2];
-                       out->s = v[3];
-                       out->t = v[4];
-                       out->u = v[5];
-                       out->v = v[6];
                }
        }
 }
 
 // LordHavoc: transparent brush models
-extern int r_dlightframecount;
 extern float modelalpha;
 
 void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
@@ -598,7 +816,7 @@ void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmod
                        wv += 6;
                }
        }
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+       if (s->dlightframe == r_dlightframecount)
                RSurf_Light(s->dlightbits, s->polys);
        wv = wvert;
        if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
@@ -606,7 +824,7 @@ void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmod
                for (p = s->polys;p;p = p->next)
                {
                        v = p->verts[0];
-                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
                        for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
                                transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
                        transpolyend();
@@ -617,7 +835,7 @@ void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmod
                for (p = s->polys;p;p = p->next)
                {
                        v = p->verts[0];
-                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
                        for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
                                transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
                        transpolyend();
@@ -735,6 +953,8 @@ void R_DrawBrushModel (entity_t *e)
        if (R_CullBox (mins, maxs))
                return;
 
+       c_bmodels++;
+
        VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
        if (rotated)
        {
@@ -754,7 +974,7 @@ void R_DrawBrushModel (entity_t *e)
 // instanced model
        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(cl_dlights[i].origin, currententity->origin, org);
@@ -802,10 +1022,78 @@ e->angles[0] = -e->angles[0];    // stupid quake bug
 
 void R_StoreEfrags (efrag_t **ppefrag);
 
+void R_NewWorldNode ()
+{
+       int l, texsort = gl_texsort.value, vertex = gl_vertex.value;
+       mleaf_t *leaf;
+       msurface_t *surf, **mark, **endmark;
+
+       for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+       {
+               if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces))
+               {
+                       if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3))
+                               continue;
+
+                       c_leafs++;
+
+                       // deal with model fragments in this leaf
+                       if (leaf->efrags)
+                               R_StoreEfrags (&leaf->efrags);
+
+                       if (leaf->nummarksurfaces)
+                       {
+                               mark = leaf->firstmarksurface;
+                               endmark = mark + leaf->nummarksurfaces;
+                               do
+                               {
+                                       surf = *mark++;
+                                       // make sure surfaces are only processed once
+                                       if (surf->worldnodeframe == r_framecount)
+                                               continue;
+                                       surf->worldnodeframe = r_framecount;
+                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                                       {
+                                               if ( (surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       surf->visframe = r_framecount;
+                                                       c_faces++;
+                                                       if (texsort)
+                                                       {
+                                                               surf->texturechain = surf->texinfo->texture->texturechain;
+                                                               surf->texinfo->texture->texturechain = surf;
+                                                       }
+                                                       else
+                                                               R_DrawSurf(surf, false, vertex);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       surf->visframe = r_framecount;
+                                                       c_faces++;
+                                                       if (texsort)
+                                                       {
+                                                               surf->texturechain = surf->texinfo->texture->texturechain;
+                                                               surf->texinfo->texture->texturechain = surf;
+                                                       }
+                                                       else
+                                                               R_DrawSurf(surf, false, vertex);
+                                               }
+                                       }
+                               }
+                               while (mark < endmark);
+                       }
+               }
+       }
+}
+
 struct nodestack_s
 {
        int side;
        mnode_t *node;
+       int noclipping;
 } nodestack[8192];
 
 /*
@@ -815,20 +1103,43 @@ R_WorldNode
 */
 void R_WorldNode ()
 {
-       int side, texsort, vertex;
+       int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value;
        struct nodestack_s *nstack;
        mnode_t *node;
        mleaf_t *pleaf;
        msurface_t *surf, *endsurf, **mark, **endmark;
        nstack = nodestack;
-       texsort = gl_texsort.value;
-       vertex = gl_vertex.value;
 
        if (!(node = cl.worldmodel->nodes))
                return;
 
        while(1)
        {
+               if (oldclip)
+               {
+                       if (R_CullBox(node->minmaxs, node->minmaxs+3))
+                       {
+backupstack:
+                               if (nstack <= nodestack)
+                                       break;
+                               nstack--;
+                               node = nstack->node;
+                               side = nstack->side;
+                               noclipping = nstack->noclipping;
+                               goto loc0;
+                       }
+               }
+               else
+               if (!noclipping)
+               {
+                       ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away
+                       cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away
+                       cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away
+                       cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away
+                       if (ca == 0 && cb == 0 && cc == 0 && cd == 0)
+                               noclipping = true; // not clipped at all, no need to clip any children of this node
+                       // partially clipped node
+               }
        // if a leaf node, draw stuff
                if (node->contents < 0)
                {
@@ -859,6 +1170,7 @@ void R_WorldNode ()
                        nstack--;
                        node = nstack->node;
                        side = nstack->side;
+                       noclipping = nstack->noclipping;
                        goto loc0;
                }
 
@@ -870,10 +1182,11 @@ void R_WorldNode ()
                side = PlaneDist(modelorg, node->plane) < node->plane->dist;
 
                // recurse down the children, front side first
-               if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+               if (node->children[side]->visframe == r_visframecount)
                {
                        nstack->node = node;
                        nstack->side = !side; // go down back side when we come back up
+                       nstack->noclipping = noclipping;
                        nstack++;
                        node = node->children[side];
                        continue;
@@ -895,9 +1208,12 @@ loc0:
                                        {
                                                if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
                                                {
+                                                       c_faces++;
                                                        surf->texturechain = surf->texinfo->texture->texturechain;
                                                        surf->texinfo->texture->texturechain = surf;
                                                }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
                                                surf++;
                                        }
                                        while (surf < endsurf);
@@ -908,9 +1224,12 @@ loc0:
                                        {
                                                if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
                                                {
+                                                       c_faces++;
                                                        surf->texturechain = surf->texinfo->texture->texturechain;
                                                        surf->texinfo->texture->texturechain = surf;
                                                }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
                                                surf++;
                                        }
                                        while (surf < endsurf);
@@ -923,7 +1242,12 @@ loc0:
                                        do
                                        {
                                                if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       c_faces++;
                                                        R_DrawSurf(surf, false, vertex);
+                                               }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
                                                surf++;
                                        }
                                        while (surf < endsurf);
@@ -933,7 +1257,12 @@ loc0:
                                        do
                                        {
                                                if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       c_faces++;
                                                        R_DrawSurf(surf, false, vertex);
+                                               }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
                                                surf++;
                                        }
                                        while (surf < endsurf);
@@ -942,7 +1271,7 @@ loc0:
                }
 
        // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+               if (node->children[side]->visframe == r_visframecount)
                {
                        node = node->children[side];
                        continue;
@@ -953,6 +1282,7 @@ loc0:
                nstack--;
                node = nstack->node;
                side = nstack->side;
+               noclipping = nstack->noclipping;
                goto loc0;
        }
 }
@@ -980,7 +1310,12 @@ void R_DrawWorld (void)
        softwaretransformidentity(); // LordHavoc: clear transform
 
        if (cl.worldmodel)
-               R_WorldNode ();
+       {
+               if (r_newworldnode.value)
+                       R_NewWorldNode ();
+               else
+                       R_WorldNode ();
+       }
 
        R_PushDlights (); // now mark the lit surfaces
 
@@ -1085,12 +1420,15 @@ int AllocBlock (int w, int h, short *x, short *y)
                if (nosubimagefragments || nosubimage)
                {
                        if (!lightmaps[texnum])
-                               lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+                       {
+                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                       }
                }
                // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
                else if (!allocated[texnum][0])
                {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
+                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
                        memset(blank, 0, sizeof(blank));
                        if(r_upload.value)
                        {
@@ -1110,7 +1448,7 @@ int AllocBlock (int w, int h, short *x, short *y)
                return texnum;
        }
 
-       Sys_Error ("AllocBlock: full");
+       Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
        return 0;
 }
 
@@ -1142,7 +1480,7 @@ void BuildSurfaceDisplayList (msurface_t *fa)
        //
        // draw texture
        //
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+       poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
        poly->next = fa->polys;
        poly->flags = fa->flags;
        fa->polys = poly;
@@ -1325,10 +1663,7 @@ void GL_BuildLightmaps (void)
        }
 
        if (!lightmap_textures)
-       {
-               lightmap_textures = texture_extension_number;
-               texture_extension_number += MAX_LIGHTMAPS;
-       }
+               lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
 
        for (j=1 ; j<MAX_MODELS ; j++)
        {