]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
rewrote most of the RSurfShader_ functions to use R_Mesh_Draw_GetBuffer instead of...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 9 Aug 2002 21:14:12 +0000 (21:14 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 9 Aug 2002 21:14:12 +0000 (21:14 +0000)
r_modellights replaced r_lightmodels, r_modellights sets limit on how many directional lights will be shaded onto the model (only the brightest are chosen)

cleaned up lighting code a lot, it is now consistent between static and dynamic light sources, and the light radius has been reduced

unfortunately this commit seems to have slowed down the engine a bit, and I don't know why, it should be a speed gain

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2223 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
menu.c
r_light.c
r_light.h

index a9a6cb55ae91d9049143fbe093a58cd1c0b41c2e..8851704d58d02d38899aaf83a2bbdc1df33aacc5 100644 (file)
@@ -104,7 +104,7 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                red = r_dlight[lnum].light[0];
                green = r_dlight[lnum].light[1];
                blue = r_dlight[lnum].light[2];
-               subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
                bl = intblocklights;
 
                i = impactt;
@@ -122,9 +122,9 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                                                k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
                                                if (k > 0)
                                                {
-                                                       bl[0] += (red   * k) >> 8;
-                                                       bl[1] += (green * k) >> 8;
-                                                       bl[2] += (blue  * k) >> 8;
+                                                       bl[0] += (red   * k) >> 7;
+                                                       bl[1] += (green * k) >> 7;
+                                                       bl[2] += (blue  * k) >> 7;
                                                        lit = true;
                                                }
                                        }
@@ -197,7 +197,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf)
                red = r_dlight[lnum].light[0];
                green = r_dlight[lnum].light[1];
                blue = r_dlight[lnum].light[2];
-               subtract = r_dlight[lnum].lightsubtract * 16384.0f;
+               subtract = r_dlight[lnum].subtract * 32768.0f;
                bl = floatblocklights;
 
                td1 = impactt;
@@ -212,7 +212,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf)
                                {
                                        if (sdtable[s] < maxdist2)
                                        {
-                                               k = (16384.0f / (sdtable[s] + td)) - subtract;
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
                                                bl[0] += red   * k;
                                                bl[1] += green * k;
                                                bl[2] += blue  * k;
@@ -816,11 +816,11 @@ static void RSurfShader_Sky(msurface_t *firstsurf)
 
 static int RSurf_Light(int *dlightbits, int numverts)
 {
-       float           f;
-       int                     i, l, lit = false;
-       rdlight_t       *rd;
-       vec3_t          lightorigin;
-       surfvert_t      *sv;
+       float f;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvert_t *sv;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
@@ -830,10 +830,10 @@ static int RSurf_Light(int *dlightbits, int numverts)
                        VectorCopy(rd->origin, lightorigin);
                        for (i = 0, sv = svert;i < numverts;i++, sv++)
                        {
-                               f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+                               f = VectorDistance2(sv->v, lightorigin);
                                if (f < rd->cullradius2)
                                {
-                                       f = (1.0f / f) - rd->lightsubtract;
+                                       f = (1.0f / f) - rd->subtract;
                                        sv->c[0] += rd->light[0] * f;
                                        sv->c[1] += rd->light[1] * f;
                                        sv->c[2] += rd->light[2] * f;
@@ -845,8 +845,215 @@ static int RSurf_Light(int *dlightbits, int numverts)
        return lit;
 }
 
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+{
+       float f, *v, *c;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+                       VectorCopy(rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       {
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
+                               {
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
+                               }
+                       }
+               }
+       }
+       return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+       int i, l;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvertex_t *sv;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       softwareuntransform(rd->origin, lightorigin);
+                       for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+                               if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+                                       return true;
+               }
+       }
+       return false;
+}
+
 static void RSurfShader_Water_Pass_Base(msurface_t *surf)
 {
+#if 0
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f) + surf->flags & SURF_LIGHTMAP ? 0 : ;
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                       {
+                               softwaretransform(v->v, outv);
+                               outv[3] = 1;
+                               VectorCopy(base, outc);
+                               outc[3] = ca;
+                               outst[0] = v->st[0];
+                               outst[1] = v->st[1];
+                       }
+
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       {
+                               if (surf->flags & SURF_LIGHTMAP)
+                               if (surf->styles[0] != 255)
+                               {
+                                       lm = surf->samples + v->lightmapoffset;
+                                       scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                       VectorMA(outc, scale, lm, outc);
+                                       if (surf->styles[1] != 255)
+                                       {
+                                               lm += size3;
+                                               scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       VectorScale(outc, f, outc);
+                               }
+                               else
+                                       VectorScale(outc, cl, outc);
+                       }
+               }
+       }
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                       {
+                               softwaretransform(v->v, outv);
+                               if (r_waterripple.value)
+                                       outv[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                               outv[3] = 1;
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                               }
+                               else
+                                       outc[0] = outc[1] = outc[2] = cl;
+                               outc[3] = ca;
+                               outst[0] = v->st[0];
+                               outst[1] = v->st[1];
+                               outuv[0] = v->uv[0];
+                               outuv[1] = v->uv[1];
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], alpha, ifog;
        surfvertex_t *v;
@@ -917,72 +1124,13 @@ static void RSurfShader_Water_Pass_Base(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
-       int i;
-       float diff[3], alpha, ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = alpha;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
-                       }
-               }
-               else
-               {
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
+#endif
 }
 
 static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
 {
+#if 0
+#else
        int i;
        float alpha;
        surfvertex_t *v;
@@ -1027,6 +1175,7 @@ static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Water(msurface_t *firstsurf)
@@ -1034,9 +1183,6 @@ static void RSurfShader_Water(msurface_t *firstsurf)
        msurface_t *surf;
        for (surf = firstsurf;surf;surf = surf->chain)
                RSurfShader_Water_Pass_Base(surf);
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(surf);
        if (fogenabled)
                for (surf = firstsurf;surf;surf = surf->chain)
                        RSurfShader_Water_Pass_Fog(surf);
@@ -1044,6 +1190,112 @@ static void RSurfShader_Water(msurface_t *firstsurf)
 
 static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1134,10 +1386,61 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        surfvertex_t *v;
        surfvert_t *sv;
@@ -1170,12 +1473,95 @@ static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
                        m.vertex = &mesh->vertex->v[0];
                        m.vertexstep = sizeof(surfvertex_t);
                }
-               R_Mesh_Draw(&m);
+               R_Mesh_Draw(&m);
+       }
+#endif
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+{
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ZERO;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+               }
        }
-}
-
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
-{
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1248,10 +1634,155 @@ static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 {
+#if 1
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       if (currentrenderentity->effects & EF_FULLBRIGHT)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->styles[0] != 255)
+                                       {
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
+                               }
+                       }
+               }
+       }
+#else
        int i, size3;
        float c[3], base[3], scale, diff[3], ifog;
        surfvertex_t *v;
@@ -1262,7 +1793,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 
        size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
 
-       base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 128.0f);
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
@@ -1343,10 +1874,108 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1407,10 +2036,83 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+
+       if (surf->dlightframe != r_framecount)
+               return;
+       if (currentrenderentity->effects & EF_FULLBRIGHT)
+               return;
+
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               if (RSurf_LightCheck(surf->dlightbits, mesh))
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+
+                       if (R_Mesh_Draw_GetBuffer(&m))
+                       {
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorClear(outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (fogenabled)
+                               {
+                                       for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                               }
+                               else if (cl != 1)
+                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                                               VectorScale(outc, cl, outc);
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1463,10 +2165,60 @@ static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
                        R_Mesh_Draw(&m);
                }
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1475,12 +2227,7 @@ static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
        rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.cr = 1;
@@ -1546,10 +2293,63 @@ static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        surfvertex_t *v;
        surfvert_t *sv;
@@ -1558,12 +2358,7 @@ static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
        vec3_t diff;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.color = &svert[0].c[0];
@@ -1605,6 +2400,7 @@ static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
diff --git a/menu.c b/menu.c
index 8e367d228fb75b68560701d103a5c004ba46d8f3..f1f768539b31299bf25bb5f541f3090350c093e0 100644 (file)
--- a/menu.c
+++ b/menu.c
@@ -1467,7 +1467,7 @@ void M_Menu_Options_Effects_f (void)
 extern cvar_t cl_particles;
 extern cvar_t cl_explosions;
 extern cvar_t cl_stainmaps;
-extern cvar_t r_lightmodels;
+extern cvar_t r_modellights;
 extern cvar_t cl_particles_bulletimpacts;
 extern cvar_t cl_particles_smoke;
 extern cvar_t cl_particles_sparks;
@@ -1483,7 +1483,7 @@ void M_Menu_Options_Effects_AdjustSliders (int dir)
        switch (options_effects_cursor)
        {
        case 0:
-               Cvar_SetValueQuick (&r_lightmodels, !r_lightmodels.integer);
+               Cvar_SetValueQuick (&r_modellights, bound(0, r_modellights.value + dir, 8));
                break;
        case 1:
                Cvar_SetValueQuick (&cl_particles, !cl_particles.integer);
@@ -1528,7 +1528,7 @@ void M_Options_Effects_Draw (void)
        M_DrawPic((320-p->width)/2, 4, "gfx/p_option.lmp");
 
        y = 32;
-       M_Print(16, y, "        Model Lighting");M_DrawCheckbox(220, y, r_lightmodels.integer);y += 8;
+       M_Print(16, y, "      Lights Per Model");M_DrawSlider(220, y, r_modellights.value / 8);y += 8;
        M_Print(16, y, "             Particles");M_DrawCheckbox(220, y, cl_particles.integer);y += 8;
        M_Print(16, y, "            Explosions");M_DrawCheckbox(220, y, cl_explosions.integer);y += 8;
        M_Print(16, y, "             Stainmaps");M_DrawCheckbox(220, y, cl_stainmaps.integer);y += 8;
index fd18b086f2d48425f3ac35d32cbf13ebffd55d7e..5f9ef7f8f4c871c67e6c9cd47a87832e8bd9055f 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -25,7 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 rdlight_t r_dlight[MAX_DLIGHTS];
 int r_numdlights = 0;
 
-cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
 
 static rtexture_t *lightcorona;
@@ -66,7 +66,7 @@ void r_light_newmap(void)
 
 void R_Light_Init(void)
 {
-       Cvar_RegisterVariable(&r_lightmodels);
+       Cvar_RegisterVariable(&r_modellights);
        Cvar_RegisterVariable(&r_vismarklights);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
 }
@@ -101,9 +101,9 @@ void R_AnimateLight (void)
 
 void R_BuildLightList(void)
 {
-       int                     i;
-       dlight_t        *cd;
-       rdlight_t       *rd;
+       int i;
+       dlight_t *cd;
+       rdlight_t *rd;
 
        r_numdlights = 0;
        c_dlights = 0;
@@ -118,13 +118,13 @@ void R_BuildLightList(void)
                        continue;
                rd = &r_dlight[r_numdlights++];
                VectorCopy(cd->origin, rd->origin);
-               VectorScale(cd->color, cd->radius * 128.0f, rd->light);
-               rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light));
+               VectorScale(cd->color, cd->radius * 64.0f, rd->light);
+               rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
                // clamp radius to avoid overflowing division table in lightmap code
-               if (rd->cullradius > 2048.0f)
-                       rd->cullradius = 2048.0f;
-               rd->cullradius2 = rd->cullradius * rd->cullradius;
-               rd->lightsubtract = 1.0f / rd->cullradius2;
+               if (rd->cullradius2 > (2048.0f * 2048.0f))
+                       rd->cullradius2 = (2048.0f * 2048.0f);
+               rd->cullradius = sqrt(rd->cullradius2);
+               rd->subtract = 1.0f / rd->cullradius2;
                //rd->ent = cd->ent;
                r_numdlights++;
                c_dlights++; // count every dlight in use
@@ -215,10 +215,10 @@ R_MarkLights
 */
 static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
 {
-       float           ndist, maxdist;
-       msurface_t      *surf;
-       mleaf_t         *leaf;
-       int                     i;
+       float ndist, maxdist;
+       msurface_t *surf;
+       mleaf_t *leaf;
+       int i;
 
        if (!r_dynamic.integer)
                return;
@@ -336,12 +336,12 @@ static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
        mleaf_t *pvsleaf;
        vec3_t lightorigin;
        model_t *model;
-       int             i, k, m, c, leafnum;
+       int i, k, m, c, leafnum;
        msurface_t *surf, **mark;
        mleaf_t *leaf;
-       qbyte   *in;
-       int             row;
-       float   low[3], high[3], dist, maxdist;
+       qbyte *in;
+       int row;
+       float low[3], high[3], dist, maxdist;
 
        if (!r_dynamic.integer)
                return;
@@ -494,9 +494,9 @@ LIGHT SAMPLING
 
 static 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;
+       int side, distz = endz - startz;
+       float front, back;
+       float mid;
 
 loc0:
        if (node->contents < 0)
@@ -634,8 +634,8 @@ middle sample (the one which was requested)
 
 void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
 {
-       int      i, *dlightbits;
-       vec3_t dist;
+       int i, *dlightbits;
+       vec3_t v;
        float f;
        rdlight_t *rd;
        mlight_t *sl;
@@ -662,19 +662,14 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
                        sl = cl.worldmodel->lights + i;
                        if (d_lightstylevalue[sl->style] > 0)
                        {
-                               VectorSubtract (p, sl->origin, dist);
-                               f = DotProduct(dist, dist) + sl->distbias;
-                               f = (1.0f / f) - sl->subtract;
-                               if (f > 0)
+                               VectorSubtract (p, sl->origin, v);
+                               f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
+                               if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
                                {
-                                       if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
-                                       {
-                                               f *= d_lightstylevalue[sl->style] * (1.0f / 16384.0f);
-                                               VectorMA(color, f, sl->light, color);
-                                       }
+                                       f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                                       VectorMA(color, f, sl->light, color);
                                }
                        }
-
                }
        }
        else
@@ -688,13 +683,12 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
                        if (!(dlightbits[i >> 5] & (1 << (i & 31))))
                                continue;
                        rd = r_dlight + i;
-                       VectorSubtract (p, rd->origin, dist);
-                       f = DotProduct(dist, dist) + LIGHTOFFSET;
+                       VectorSubtract (p, rd->origin, v);
+                       f = DotProduct(v, v);
                        if (f < rd->cullradius2)
                        {
-                               f = (1.0f / f) - rd->lightsubtract;
-                               if (f > 0)
-                                       VectorMA(color, f, rd->light, color);
+                               f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
+                               VectorMA(color, f, rd->light, color);
                        }
                }
        }
@@ -711,7 +705,7 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
                return;
        }
 
-       if (r_fullbright.integer || !cl.worldmodel->lightdata)
+       if (r_fullbright.integer || !cl.worldmodel->lightdata || currentrenderentity->effects & EF_FULLBRIGHT)
        {
                color[0] = color[1] = color[2] = 2;
                dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
@@ -739,128 +733,149 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
 
 void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
 {
-       int i, j, nearlights = 0;
-       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot;
+       int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
+       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
        struct
        {
                vec3_t origin;
                //vec_t cullradius2;
                vec3_t light;
-               vec_t lightsubtract;
+               // how much this light would contribute to ambient if replaced
+               vec3_t ambientlight;
+               vec_t subtract;
                vec_t falloff;
                vec_t offset;
+               // used for choosing only the brightest lights
+               vec_t intensity;
        }
        nearlight[MAX_DLIGHTS], *nl;
        int modeldlightbits[8];
        mlight_t *sl;
+       rdlight_t *rd;
        a = currentrenderentity->alpha;
        // scale of the model's coordinate space, to alter light attenuation to match
        // make the mscale squared so it can scale the squared distance results
        mscale = currentrenderentity->scale * currentrenderentity->scale;
-       if (r_fullbright.integer || r_ambient.value > 128.0f || currentrenderentity->effects & EF_FULLBRIGHT)
+       if ((maxnearlights != 0) && !r_fullbright.integer && !(currentrenderentity->effects & EF_FULLBRIGHT))
        {
-               basecolor[0] = colorr * 2.0f;
-               basecolor[1] = colorg * 2.0f;
-               basecolor[2] = colorb * 2.0f;
-       }
-       else
-       {
-               if (r_lightmodels.integer)
-               {
-                       R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
+               R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
 
-                       nl = &nearlight[0];
-                       VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
-                       if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f) || currentrenderentity->numentlights >= MAXENTLIGHTS)
+               nl = &nearlight[0];
+               VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+               if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f))
+               {
+                       currentrenderentity->numentlights = 0;
+                       currentrenderentity->entlightstime = realtime + 0.2;
+                       VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
+                       for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && currentrenderentity->numentlights < MAXENTLIGHTS;i++, sl++)
+                               if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                                       currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
+               }
+               for (i = 0;i < currentrenderentity->numentlights;i++)
+               {
+                       sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
+                       stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                       VectorSubtract (currentrenderentity->origin, sl->origin, v);
+                       f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
+                       VectorScale(sl->light, f, ambientcolor);
+                       intensity = DotProduct(ambientcolor, ambientcolor);
+                       if (f < 0)
+                               intensity *= -1.0f;
+                       if (nearlights < maxnearlights)
+                               j = nearlights++;
+                       else
                        {
-                               currentrenderentity->numentlights = 0;
-                               currentrenderentity->entlightstime = realtime + 0.2;
-                               VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
-                               for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
+                               for (j = 0;j < maxnearlights;j++)
                                {
-                                       if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                                       if (nearlight[j].intensity < intensity)
                                        {
-                                               if (currentrenderentity->numentlights < MAXENTLIGHTS)
-                                                       currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
-
-                                               // integrate mscale into falloff, for maximum speed
-                                               nl->falloff = mscale * sl->falloff;
-                                               // transform the light into the model's coordinate system
-                                               if (worldcoords)
-                                                       VectorCopy(sl->origin, nl->origin);
-                                               else
-                                                       softwareuntransform(sl->origin, nl->origin);
-                                               f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
-                                               nl->light[0] = sl->light[0] * f * colorr;
-                                               nl->light[1] = sl->light[1] * f * colorg;
-                                               nl->light[2] = sl->light[2] * f * colorb;
-                                               //nl->cullradius2 = 99999999;
-                                               nl->lightsubtract = sl->subtract;
-                                               nl->offset = sl->distbias;
-                                               nl++;
-                                               nearlights++;
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
                                        }
                                }
                        }
+                       if (j >= maxnearlights)
+                       {
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
                        else
                        {
-                               for (i = 0;i < currentrenderentity->numentlights && nearlights < MAX_DLIGHTS;i++)
-                               {
-                                       sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
-
-                                       // integrate mscale into falloff, for maximum speed
-                                       nl->falloff = mscale * sl->falloff;
-                                       // transform the light into the model's coordinate system
-                                       if (worldcoords)
-                                               VectorCopy(sl->origin, nl->origin);
-                                       else
-                                               softwareuntransform(sl->origin, nl->origin);
-                                       f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
-                                       nl->light[0] = sl->light[0] * f * colorr;
-                                       nl->light[1] = sl->light[1] * f * colorg;
-                                       nl->light[2] = sl->light[2] * f * colorb;
-                                       //nl->cullradius2 = 99999999;
-                                       nl->lightsubtract = sl->subtract;
-                                       nl->offset = sl->distbias;
-                                       nl++;
-                                       nearlights++;
-                               }
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(sl->origin, nl->origin);
+                               else
+                                       softwareuntransform(sl->origin, nl->origin);
+                               // integrate mscale into falloff, for maximum speed
+                               nl->falloff = sl->falloff * mscale;
+                               VectorCopy(ambientcolor, nl->ambientlight);
+                               nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
+                               nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
+                               nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
+                               nl->subtract = sl->subtract;
+                               nl->offset = sl->distbias;
                        }
-                       for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
+               }
+               for (i = 0;i < r_numdlights;i++)
+               {
+                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+                               continue;
+                       rd = r_dlight + i;
+                       VectorSubtract (currentrenderentity->origin, rd->origin, v);
+                       f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+                       VectorScale(rd->light, f, ambientcolor);
+                       intensity = DotProduct(ambientcolor, ambientcolor);
+                       if (f < 0)
+                               intensity *= -1.0f;
+                       if (nearlights < maxnearlights)
+                               j = nearlights++;
+                       else
                        {
-                               if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
-                                       continue;
-                               /*
-                               if (currentrenderentity == r_dlight[i].ent)
+                               for (j = 0;j < maxnearlights;j++)
                                {
-                                       f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
-                                       if (f > 0)
-                                               VectorMA(basecolor, f, r_dlight[i].light, basecolor);
+                                       if (nearlight[j].intensity < intensity)
+                                       {
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
+                                       }
                                }
+                       }
+                       if (j >= maxnearlights)
+                       {
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
+                       else
+                       {
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(rd->origin, nl->origin);
                                else
-                               {
-                               */
-                                       // transform the light into the model's coordinate system
-                                       if (worldcoords)
-                                               VectorCopy(r_dlight[i].origin, nl->origin);
-                                       else
-                                               softwareuntransform(r_dlight[i].origin, nl->origin);
-                                       // integrate mscale into falloff, for maximum speed
-                                       nl->falloff = mscale;
-                                       // scale the cullradius so culling by distance is done before mscale is applied
-                                       //nl->cullradius2 = r_dlight[i].cullradius2 * currentrenderentity->scale * currentrenderentity->scale;
-                                       nl->light[0] = r_dlight[i].light[0] * colorr;
-                                       nl->light[1] = r_dlight[i].light[1] * colorg;
-                                       nl->light[2] = r_dlight[i].light[2] * colorb;
-                                       nl->lightsubtract = r_dlight[i].lightsubtract;
-                                       nl->offset = LIGHTOFFSET;
-                                       nl++;
-                                       nearlights++;
-                               //}
+                                       softwareuntransform(rd->origin, nl->origin);
+                               // integrate mscale into falloff, for maximum speed
+                               nl->falloff = mscale;
+                               VectorCopy(ambientcolor, nl->ambientlight);
+                               nl->light[0] = rd->light[0] * colorr * 4.0f;
+                               nl->light[1] = rd->light[1] * colorg * 4.0f;
+                               nl->light[2] = rd->light[2] * colorb * 4.0f;
+                               nl->subtract = rd->subtract;
+                               nl->offset = LIGHTOFFSET;
                        }
                }
-               else
-                       R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
+       }
+       else
+       {
+               R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
        }
        basecolor[0] *= colorr;
        basecolor[1] *= colorg;
@@ -884,7 +899,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
 
                                        // do the distance attenuation
                                        dist2 = DotProduct(v,v);
-                                       f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
+                                       f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
                                        if (f > 0)
                                        {
                                                #if SLOWMATH
@@ -901,7 +916,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                // the hardness variables are for backlighting/shinyness
                                                // these have been hardwired at * 0.5 + 0.5 to match
                                                // the quake map lighting utility's equations
-                                               f *= dot * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
+                                               f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
                                                VectorMA(color, f, nl->light, color);
                                        }
                                }
index 1c28cb7ff72edf323f90917d1c7cdc5311cc5100..cc63e8bbefc038fa0571fb38e07cd02ca3715af3 100644 (file)
--- a/r_light.h
+++ b/r_light.h
@@ -8,7 +8,7 @@ typedef struct
        vec_t cullradius2; // only for culling comparisons, squared version
        vec3_t light; // the brightness of the light
        vec_t cullradius; // only for culling comparisons
-       vec_t lightsubtract; // to avoid sudden brightness change at cullradius, subtract this
+       vec_t subtract; // to avoid sudden brightness change at cullradius, subtract this
 //     entity_render_t *ent; // owner of this light
 }
 rdlight_t;