]> 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 ba5e89d8b1ac25d54e5849d730476c3e276f62ab..9031969f8c27bc30ccd493922145779fb7d22c32 100644 (file)
@@ -23,11 +23,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 int            lightmap_textures;
 
-signed int 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)
@@ -39,6 +37,8 @@ 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", "1"};
@@ -54,10 +54,6 @@ 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;
@@ -81,16 +81,8 @@ void GL_Surf_Init()
        Cvar_RegisterVariable(&r_newworldnode);
        Cvar_RegisterVariable(&r_oldclip);
        Cvar_RegisterVariable(&r_dlightmap);
-       // check if it's the glquake minigl driver
-       if (strncasecmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
-       {
-//             Cvar_SetValue("gl_nosubimagefragments", 1);
-//             Cvar_SetValue("gl_nosubimage", 1);
-               Cvar_SetValue("gl_lightmode", 0);
-       }
 
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }
 
 int         dlightdivtable[32768];
@@ -100,20 +92,17 @@ int         dlightdivtable[32768];
 */
 int R_AddDynamicLights (msurface_t *surf)
 {
-       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, j, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+       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
-
-       // LordHavoc: later note: MSVC and hopefully all other C compilers use a 64bit result for 32bit*32bit multiply, so that was not necessary
-       int                     k;
+#if _MSC_VER || __BORLANDC__
+       __int64     k;
+#else
+       long long   k;
+#endif
 
        lit = false;
 
@@ -136,7 +125,7 @@ int R_AddDynamicLights (msurface_t *surf)
                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) * LIGHTSCALE);
+               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
 
                // clamp radius to avoid exceeding 32768 entry division table
                if (maxdist > 4194304)
@@ -161,7 +150,7 @@ int R_AddDynamicLights (msurface_t *surf)
 
                // reduce calculations
                for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2;
+                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
 
                maxdist3 = maxdist - (int) (dist * dist);
 
@@ -184,9 +173,9 @@ int R_AddDynamicLights (msurface_t *surf)
                                        if (sdtable[s] < maxdist2)
                                        {
                                                k = dlightdivtable[(sdtable[s] + td) >> 7];
-                                               j = (red   * k) >> 9;bl[0] += j;
-                                               j = (green * k) >> 9;bl[1] += j;
-                                               j = (blue  * k) >> 9;bl[2] += j;
+                                               bl[0] += (red   * k) >> 9;
+                                               bl[1] += (green * k) >> 9;
+                                               bl[2] += (blue  * k) >> 9;
                                                lit = true;
                                        }
                                        bl += 3;
@@ -200,6 +189,70 @@ int R_AddDynamicLights (msurface_t *surf)
 }
 
 
+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);
+                               }
+                       }
+               }
+       }
+}
+
 /*
 ===============
 R_BuildLightMap
@@ -227,7 +280,7 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
        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++)
@@ -266,69 +319,10 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
                        if ((surf->cached_dlight = R_AddDynamicLights(surf)))
                                c_light_polys++;
        }
-       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++, bl += 3, dest += 4)
-                               {
-                                       dest[0] = min(bl[0] >> 8, 255);
-                                       dest[1] = min(bl[1] >> 8, 255);
-                                       dest[2] = min(bl[2] >> 8, 255);
-                                       dest[3] = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i = 0;i < tmax;i++, dest += stride)
-                       {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 3)
-                               {
-                                       dest[0] = min(bl[0] >> 8, 255);
-                                       dest[1] = min(bl[1] >> 8, 255);
-                                       dest[2] = min(bl[2] >> 8, 255);
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i = 0;i < tmax;i++, dest += stride)
-                       {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 4)
-                               {
-                                       dest[0] = min(bl[0] >> 7, 255);
-                                       dest[1] = min(bl[1] >> 7, 255);
-                                       dest[2] = min(bl[2] >> 7, 255);
-                                       dest[3] = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i = 0;i < tmax;i++, dest += stride)
-                       {
-                               for (j = 0;j < smax;j++, bl += 3, dest += 3)
-                               {
-                                       dest[0] = min(bl[0] >> 7, 255);
-                                       dest[1] = min(bl[1] >> 7, 255);
-                                       dest[2] = min(bl[2] >> 7, 255);
-                               }
-                       }
-               }
-       }
+       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)
 {
@@ -428,7 +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"
@@ -495,9 +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++;
                                }
                        }
                }
@@ -526,8 +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 / LIGHTSCALE2);
+                                       radius = light->radius*light->radius;
+                                       radius2 = radius * 256.0f;
                                        wv = wvert;
                                        for (p = polys;p;p = p->next)
                                        {
@@ -557,121 +549,233 @@ 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)(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)+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;
+                       {
+                               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)
-               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 (s->cached_dlight
-                || (r_dlightmap.value && s->dlightframe == r_dlightframecount)
-                || 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 ((!r_dlightmap.value) && s->dlightframe == r_dlightframecount)
-               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)
@@ -720,7 +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();
@@ -731,7 +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();
@@ -870,7 +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);
@@ -1324,7 +1428,7 @@ int AllocBlock (int w, int h, short *x, short *y)
                // 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)
                        {
@@ -1344,7 +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;
 }
 
@@ -1559,10 +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++)
        {