]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rsurf.c
DP should read the config files correcly again now.
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24
25 #define MAX_LIGHTMAP_SIZE 256
26
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
29
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
31
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
41
42 /*
43 // FIXME: these arrays are huge!
44 int r_q1bsp_maxmarkleafs;
45 int r_q1bsp_nummarkleafs;
46 mleaf_t *r_q1bsp_maxleaflist[65536];
47 int r_q1bsp_maxmarksurfaces;
48 int r_q1bsp_nummarksurfaces;
49 msurface_t *r_q1bsp_maxsurfacelist[65536];
50
51 // FIXME: these arrays are huge!
52 int r_q3bsp_maxmarkleafs;
53 int r_q3bsp_nummarkleafs;
54 q3mleaf_t *r_q3bsp_maxleaflist[65536];
55 int r_q3bsp_maxmarksurfaces;
56 int r_q3bsp_nummarksurfaces;
57 q3mface_t *r_q3bsp_maxsurfacelist[65536];
58 */
59
60 static int dlightdivtable[32768];
61
62 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
63 {
64         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
65         unsigned int *bl;
66         float dist, impact[3], local[3];
67         dlight_t *light;
68
69         lit = false;
70
71         smax = (surf->extents[0] >> 4) + 1;
72         tmax = (surf->extents[1] >> 4) + 1;
73         smax3 = smax * 3;
74
75         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
76         {
77                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
78                         continue;                                       // not lit by this light
79
80                 Matrix4x4_Transform(matrix, light->origin, local);
81                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
82
83                 // for comparisons to minimum acceptable light
84                 // compensate for LIGHTOFFSET
85                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
86
87                 dist2 = dist * dist;
88                 dist2 += LIGHTOFFSET;
89                 if (dist2 >= maxdist)
90                         continue;
91
92                 if (surf->plane->type < 3)
93                 {
94                         VectorCopy(local, impact);
95                         impact[surf->plane->type] -= dist;
96                 }
97                 else
98                 {
99                         impact[0] = local[0] - surf->plane->normal[0] * dist;
100                         impact[1] = local[1] - surf->plane->normal[1] * dist;
101                         impact[2] = local[2] - surf->plane->normal[2] * dist;
102                 }
103
104                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
105                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
106
107                 s = bound(0, impacts, smax * 16) - impacts;
108                 t = bound(0, impactt, tmax * 16) - impactt;
109                 i = s * s + t * t + dist2;
110                 if (i > maxdist)
111                         continue;
112
113                 // reduce calculations
114                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
115                         sdtable[s] = i * i + dist2;
116
117                 maxdist3 = maxdist - dist2;
118
119                 // convert to 8.8 blocklights format
120                 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
121                 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
122                 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
123                 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
124                 bl = intblocklights;
125
126                 i = impactt;
127                 for (t = 0;t < tmax;t++, i -= 16)
128                 {
129                         td = i * i;
130                         // make sure some part of it is visible on this line
131                         if (td < maxdist3)
132                         {
133                                 maxdist2 = maxdist - td;
134                                 for (s = 0;s < smax;s++)
135                                 {
136                                         if (sdtable[s] < maxdist2)
137                                         {
138                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
139                                                 if (k > 0)
140                                                 {
141                                                         bl[0] += (red   * k);
142                                                         bl[1] += (green * k);
143                                                         bl[2] += (blue  * k);
144                                                         lit = true;
145                                                 }
146                                         }
147                                         bl += 3;
148                                 }
149                         }
150                         else // skip line
151                                 bl += smax3;
152                 }
153         }
154         return lit;
155 }
156
157 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
158 {
159         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
160         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
161         dlight_t *light;
162
163         lit = false;
164
165         smax = (surf->extents[0] >> 4) + 1;
166         tmax = (surf->extents[1] >> 4) + 1;
167         smax3 = smax * 3;
168
169         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
170         {
171                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
172                         continue;                                       // not lit by this light
173
174                 Matrix4x4_Transform(matrix, light->origin, local);
175                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
176
177                 // for comparisons to minimum acceptable light
178                 // compensate for LIGHTOFFSET
179                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
180
181                 dist2 = dist * dist;
182                 dist2 += LIGHTOFFSET;
183                 if (dist2 >= maxdist)
184                         continue;
185
186                 if (surf->plane->type < 3)
187                 {
188                         VectorCopy(local, impact);
189                         impact[surf->plane->type] -= dist;
190                 }
191                 else
192                 {
193                         impact[0] = local[0] - surf->plane->normal[0] * dist;
194                         impact[1] = local[1] - surf->plane->normal[1] * dist;
195                         impact[2] = local[2] - surf->plane->normal[2] * dist;
196                 }
197
198                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
199                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
200
201                 td = bound(0, impacts, smax * 16) - impacts;
202                 td1 = bound(0, impactt, tmax * 16) - impactt;
203                 td = td * td + td1 * td1 + dist2;
204                 if (td > maxdist)
205                         continue;
206
207                 // reduce calculations
208                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
209                         sdtable[s] = td1 * td1 + dist2;
210
211                 maxdist3 = maxdist - dist2;
212
213                 // convert to 8.8 blocklights format
214                 red = light->rtlight.lightmap_light[0];
215                 green = light->rtlight.lightmap_light[1];
216                 blue = light->rtlight.lightmap_light[2];
217                 subtract = light->rtlight.lightmap_subtract * 32768.0f;
218                 bl = floatblocklights;
219
220                 td1 = impactt;
221                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
222                 {
223                         td = td1 * td1;
224                         // make sure some part of it is visible on this line
225                         if (td < maxdist3)
226                         {
227                                 maxdist2 = maxdist - td;
228                                 for (s = 0;s < smax;s++)
229                                 {
230                                         if (sdtable[s] < maxdist2)
231                                         {
232                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
233                                                 bl[0] += red   * k;
234                                                 bl[1] += green * k;
235                                                 bl[2] += blue  * k;
236                                                 lit = true;
237                                         }
238                                         bl += 3;
239                                 }
240                         }
241                         else // skip line
242                                 bl += smax3;
243                 }
244         }
245         return lit;
246 }
247
248 /*
249 ===============
250 R_BuildLightMap
251
252 Combine and scale multiple lightmaps into the 8.8 format in blocklights
253 ===============
254 */
255 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
256 {
257         if (!r_floatbuildlightmap.integer)
258         {
259                 int smax, tmax, i, j, size, size3, maps, stride, l;
260                 unsigned int *bl, scale;
261                 qbyte *lightmap, *out, *stain;
262
263                 // update cached lighting info
264                 surf->cached_dlight = 0;
265
266                 smax = (surf->extents[0]>>4)+1;
267                 tmax = (surf->extents[1]>>4)+1;
268                 size = smax*tmax;
269                 size3 = size*3;
270                 lightmap = surf->samples;
271
272         // set to full bright if no light data
273                 bl = intblocklights;
274                 if (!ent->model->brushq1.lightdata)
275                 {
276                         for (i = 0;i < size3;i++)
277                                 bl[i] = 255*256;
278                 }
279                 else
280                 {
281         // clear to no light
282                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
283                         if (j)
284                         {
285                                 for (i = 0;i < size3;i++)
286                                         *bl++ = j;
287                         }
288                         else
289                                 memset(bl, 0, size*3*sizeof(unsigned int));
290
291                         if (surf->dlightframe == r_framecount)
292                         {
293                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
294                                 if (surf->cached_dlight)
295                                         c_light_polys++;
296                         }
297
298         // add all the lightmaps
299                         if (lightmap)
300                         {
301                                 bl = intblocklights;
302                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
303                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
304                                                 bl[i] += lightmap[i] * scale;
305                         }
306                 }
307
308                 stain = surf->stainsamples;
309                 bl = intblocklights;
310                 out = templight;
311                 // the >> 16 shift adjusts down 8 bits to account for the stainmap
312                 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
313                 // be doubled during rendering to achieve 2x overbright
314                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
315                 if (ent->model->brushq1.lightmaprgba)
316                 {
317                         stride = (surf->lightmaptexturestride - smax) * 4;
318                         for (i = 0;i < tmax;i++, out += stride)
319                         {
320                                 for (j = 0;j < smax;j++)
321                                 {
322                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
323                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
324                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
325                                         *out++ = 255;
326                                 }
327                         }
328                 }
329                 else
330                 {
331                         stride = (surf->lightmaptexturestride - smax) * 3;
332                         for (i = 0;i < tmax;i++, out += stride)
333                         {
334                                 for (j = 0;j < smax;j++)
335                                 {
336                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
338                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
339                                 }
340                         }
341                 }
342
343                 R_UpdateTexture(surf->lightmaptexture, templight);
344         }
345         else
346         {
347                 int smax, tmax, i, j, size, size3, maps, stride, l;
348                 float *bl, scale;
349                 qbyte *lightmap, *out, *stain;
350
351                 // update cached lighting info
352                 surf->cached_dlight = 0;
353
354                 smax = (surf->extents[0]>>4)+1;
355                 tmax = (surf->extents[1]>>4)+1;
356                 size = smax*tmax;
357                 size3 = size*3;
358                 lightmap = surf->samples;
359
360         // set to full bright if no light data
361                 bl = floatblocklights;
362                 if (!ent->model->brushq1.lightdata)
363                         j = 255*256;
364                 else
365                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
366
367                 // clear to no light
368                 if (j)
369                 {
370                         for (i = 0;i < size3;i++)
371                                 *bl++ = j;
372                 }
373                 else
374                         memset(bl, 0, size*3*sizeof(float));
375
376                 if (surf->dlightframe == r_framecount)
377                 {
378                         surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
379                         if (surf->cached_dlight)
380                                 c_light_polys++;
381                 }
382
383                 // add all the lightmaps
384                 if (lightmap)
385                 {
386                         bl = floatblocklights;
387                         for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
388                                 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
389                                         bl[i] += lightmap[i] * scale;
390                 }
391
392                 stain = surf->stainsamples;
393                 bl = floatblocklights;
394                 out = templight;
395                 // this scaling adjusts down 8 bits to account for the stainmap
396                 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
397                 // be doubled during rendering to achieve 2x overbright
398                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
399                 scale = 1.0f / (1 << 16);
400                 if (ent->model->brushq1.lightmaprgba)
401                 {
402                         stride = (surf->lightmaptexturestride - smax) * 4;
403                         for (i = 0;i < tmax;i++, out += stride)
404                         {
405                                 for (j = 0;j < smax;j++)
406                                 {
407                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
408                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
409                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
410                                         *out++ = 255;
411                                 }
412                         }
413                 }
414                 else
415                 {
416                         stride = (surf->lightmaptexturestride - smax) * 3;
417                         for (i = 0;i < tmax;i++, out += stride)
418                         {
419                                 for (j = 0;j < smax;j++)
420                                 {
421                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
422                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
423                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
424                                 }
425                         }
426                 }
427
428                 R_UpdateTexture(surf->lightmaptexture, templight);
429         }
430 }
431
432 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
433 {
434         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
435         msurface_t *surf, *endsurf;
436         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
437         qbyte *bl;
438         vec3_t impact;
439
440         maxdist = radius * radius;
441         invradius = 1.0f / radius;
442
443 loc0:
444         if (node->contents < 0)
445                 return;
446         ndist = PlaneDiff(origin, node->plane);
447         if (ndist > radius)
448         {
449                 node = node->children[0];
450                 goto loc0;
451         }
452         if (ndist < -radius)
453         {
454                 node = node->children[1];
455                 goto loc0;
456         }
457
458         dist2 = ndist * ndist;
459         maxdist3 = maxdist - dist2;
460
461         if (node->plane->type < 3)
462         {
463                 VectorCopy(origin, impact);
464                 impact[node->plane->type] -= ndist;
465         }
466         else
467         {
468                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
469                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
470                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
471         }
472
473         for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
474         {
475                 if (surf->stainsamples)
476                 {
477                         smax = (surf->extents[0] >> 4) + 1;
478                         tmax = (surf->extents[1] >> 4) + 1;
479
480                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
481                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
482
483                         s = bound(0, impacts, smax * 16) - impacts;
484                         t = bound(0, impactt, tmax * 16) - impactt;
485                         i = s * s + t * t + dist2;
486                         if (i > maxdist)
487                                 continue;
488
489                         // reduce calculations
490                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
491                                 sdtable[s] = i * i + dist2;
492
493                         bl = surf->stainsamples;
494                         smax3 = smax * 3;
495                         stained = false;
496
497                         i = impactt;
498                         for (t = 0;t < tmax;t++, i -= 16)
499                         {
500                                 td = i * i;
501                                 // make sure some part of it is visible on this line
502                                 if (td < maxdist3)
503                                 {
504                                         maxdist2 = maxdist - td;
505                                         for (s = 0;s < smax;s++)
506                                         {
507                                                 if (sdtable[s] < maxdist2)
508                                                 {
509                                                         ratio = lhrandom(0.0f, 1.0f);
510                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
511                                                         if (a >= (1.0f / 64.0f))
512                                                         {
513                                                                 if (a > 1)
514                                                                         a = 1;
515                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
516                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
517                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
518                                                                 stained = true;
519                                                         }
520                                                 }
521                                                 bl += 3;
522                                         }
523                                 }
524                                 else // skip line
525                                         bl += smax3;
526                         }
527                         // force lightmap upload
528                         if (stained)
529                                 surf->cached_dlight = true;
530                 }
531         }
532
533         if (node->children[0]->contents >= 0)
534         {
535                 if (node->children[1]->contents >= 0)
536                 {
537                         R_StainNode(node->children[0], model, origin, radius, fcolor);
538                         node = node->children[1];
539                         goto loc0;
540                 }
541                 else
542                 {
543                         node = node->children[0];
544                         goto loc0;
545                 }
546         }
547         else if (node->children[1]->contents >= 0)
548         {
549                 node = node->children[1];
550                 goto loc0;
551         }
552 }
553
554 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
555 {
556         int n;
557         float fcolor[8];
558         entity_render_t *ent;
559         model_t *model;
560         vec3_t org;
561         if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
562                 return;
563         fcolor[0] = cr1;
564         fcolor[1] = cg1;
565         fcolor[2] = cb1;
566         fcolor[3] = ca1 * (1.0f / 64.0f);
567         fcolor[4] = cr2 - cr1;
568         fcolor[5] = cg2 - cg1;
569         fcolor[6] = cb2 - cb1;
570         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
571
572         R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
573
574         // look for embedded bmodels
575         for (n = 0;n < cl_num_brushmodel_entities;n++)
576         {
577                 ent = cl_brushmodel_entities[n];
578                 model = ent->model;
579                 if (model && model->name[0] == '*')
580                 {
581                         Mod_CheckLoaded(model);
582                         if (model->brushq1.nodes)
583                         {
584                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
585                                 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
586                         }
587                 }
588         }
589 }
590
591
592 /*
593 =============================================================
594
595         BRUSH MODELS
596
597 =============================================================
598 */
599
600 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
601 {
602         int i;
603         float scale;
604         const qbyte *lm;
605         if (styles[0] != 255)
606         {
607                 for (i = 0;i < numverts;i++, c += 4)
608                 {
609                         lm = samples + lightmapoffsets[i];
610                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
611                         VectorMA(c, scale, lm, c);
612                         if (styles[1] != 255)
613                         {
614                                 lm += size3;
615                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
616                                 VectorMA(c, scale, lm, c);
617                                 if (styles[2] != 255)
618                                 {
619                                         lm += size3;
620                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
621                                         VectorMA(c, scale, lm, c);
622                                         if (styles[3] != 255)
623                                         {
624                                                 lm += size3;
625                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
626                                                 VectorMA(c, scale, lm, c);
627                                         }
628                                 }
629                         }
630                 }
631         }
632 }
633
634 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
635 {
636         int i;
637         float diff[3], f;
638         if (fogenabled)
639         {
640                 for (i = 0;i < numverts;i++, v += 3, c += 4)
641                 {
642                         VectorSubtract(v, modelorg, diff);
643                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
644                         VectorScale(c, f, c);
645                 }
646         }
647         else if (colorscale != 1)
648                 for (i = 0;i < numverts;i++, c += 4)
649                         VectorScale(c, colorscale, c);
650 }
651
652 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
653 {
654         int i;
655         float diff[3], f;
656         r *= colorscale;
657         g *= colorscale;
658         b *= colorscale;
659         if (fogenabled)
660         {
661                 for (i = 0;i < numverts;i++, v += 3, c += 4)
662                 {
663                         VectorSubtract(v, modelorg, diff);
664                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
665                         c[0] = r * f;
666                         c[1] = g * f;
667                         c[2] = b * f;
668                         c[3] = a;
669                 }
670         }
671         else
672         {
673                 for (i = 0;i < numverts;i++, c += 4)
674                 {
675                         c[0] = r;
676                         c[1] = g;
677                         c[2] = b;
678                         c[3] = a;
679                 }
680         }
681 }
682
683 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
684 {
685         int i;
686         float diff[3], f;
687         r *= colorscale;
688         g *= colorscale;
689         b *= colorscale;
690         for (i = 0;i < numverts;i++, v += 3, c += 4)
691         {
692                 VectorSubtract(v, modelorg, diff);
693                 f = exp(fogdensity/DotProduct(diff, diff));
694                 c[0] = r;
695                 c[1] = g;
696                 c[2] = b;
697                 c[3] = a * f;
698         }
699 }
700
701 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
702 {
703         float f;
704         const float *v;
705         float *c;
706         int i, l, lit = false;
707         const dlight_t *light;
708         vec3_t lightorigin;
709         for (l = 0;l < r_numdlights;l++)
710         {
711                 if (dlightbits[l >> 5] & (1 << (l & 31)))
712                 {
713                         light = &r_dlight[l];
714                         Matrix4x4_Transform(matrix, light->origin, lightorigin);
715                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
716                         {
717                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
718                                 if (f < light->rtlight.lightmap_cullradius2)
719                                 {
720                                         f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
721                                         VectorMA(c, f, light->rtlight.lightmap_light, c);
722                                         lit = true;
723                                 }
724                         }
725                 }
726         }
727         return lit;
728 }
729
730 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
731 {
732         const msurface_t *surf;
733         rmeshstate_t m;
734
735         // LordHavoc: HalfLife maps have freaky skypolys...
736         if (ent->model->brush.ishlbsp)
737                 return;
738
739         if (skyrendernow)
740         {
741                 skyrendernow = false;
742                 if (skyrendermasked)
743                         R_Sky();
744         }
745
746         R_Mesh_Matrix(&ent->matrix);
747
748         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
749         if (skyrendermasked)
750         {
751                 // depth-only (masking)
752                 GL_ColorMask(0,0,0,0);
753                 // just to make sure that braindead drivers don't draw anything
754                 // despite that colormask...
755                 GL_BlendFunc(GL_ZERO, GL_ONE);
756         }
757         else
758         {
759                 // fog sky
760                 GL_BlendFunc(GL_ONE, GL_ZERO);
761         }
762         GL_DepthMask(true);
763         GL_DepthTest(true);
764
765         memset(&m, 0, sizeof(m));
766         while((surf = *surfchain++) != NULL)
767         {
768                 if (surf->visframe == r_framecount)
769                 {
770                         m.pointer_vertex = surf->mesh.data_vertex3f;
771                         R_Mesh_State(&m);
772                         GL_LockArrays(0, surf->mesh.num_vertices);
773                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
774                         GL_LockArrays(0, 0);
775                 }
776         }
777         GL_ColorMask(1,1,1,1);
778 }
779
780 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
781 {
782         const entity_render_t *ent = calldata1;
783         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
784         rmeshstate_t m;
785         float alpha;
786         float modelorg[3];
787         texture_t *texture;
788         matrix4x4_t tempmatrix;
789         float   args[4] = {0.05f,0,0,0.04f};
790
791         if (gl_textureshader && r_watershader.value && !fogenabled)
792         {
793                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
794                 R_Mesh_TextureMatrix(1, &tempmatrix);
795                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
796                 R_Mesh_TextureMatrix(0, &tempmatrix);
797         }
798         else if (r_waterscroll.value)
799         {
800                 // scrolling in texture matrix
801                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
802                 R_Mesh_TextureMatrix(0, &tempmatrix);
803         }
804
805         R_Mesh_Matrix(&ent->matrix);
806         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
807
808         memset(&m, 0, sizeof(m));
809         texture = surf->texinfo->texture->currentframe;
810         alpha = texture->currentalpha;
811         if (texture->rendertype == SURFRENDER_ADD)
812         {
813                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
814                 GL_DepthMask(false);
815         }
816         else if (texture->rendertype == SURFRENDER_ALPHA)
817         {
818                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
819                 GL_DepthMask(false);
820         }
821         else
822         {
823                 GL_BlendFunc(GL_ONE, GL_ZERO);
824                 GL_DepthMask(true);
825         }
826         if (gl_textureshader && r_watershader.value && !fogenabled)
827         {
828                 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
829                 m.tex[1] = R_GetTexture(texture->skin.base);
830         }
831         else
832                 m.tex[0] = R_GetTexture(texture->skin.base);
833         GL_DepthTest(true);
834         if (fogenabled)
835                 m.pointer_color = varray_color4f;
836         else
837                 GL_Color(1, 1, 1, alpha);
838         if (gl_textureshader && r_watershader.value && !fogenabled)
839         {
840                 GL_ActiveTexture (0);
841                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
842                 GL_ActiveTexture (1);
843                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
844                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
845                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
846                 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
847                 qglEnable (GL_TEXTURE_SHADER_NV);
848         }
849
850         if (fogenabled)
851         {
852                 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
853                 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
854         }
855         m.pointer_vertex = surf->mesh.data_vertex3f;
856         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
857         m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
858         m.texcombinergb[1] = GL_REPLACE;
859         R_Mesh_State(&m);
860         GL_LockArrays(0, surf->mesh.num_vertices);
861         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
862         GL_LockArrays(0, 0);
863
864         if (gl_textureshader && r_watershader.value && !fogenabled)
865         {
866                 qglDisable (GL_TEXTURE_SHADER_NV);
867                 GL_ActiveTexture (0);
868         }
869
870         if (fogenabled)
871         {
872                 memset(&m, 0, sizeof(m));
873                 m.pointer_vertex = surf->mesh.data_vertex3f;
874                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
875                 GL_DepthMask(false);
876                 GL_DepthTest(true);
877                 m.tex[0] = R_GetTexture(texture->skin.fog);
878                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
879                 m.pointer_color = varray_color4f;
880                 R_Mesh_State(&m);
881                 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
882                 GL_LockArrays(0, surf->mesh.num_vertices);
883                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
884                 GL_LockArrays(0, 0);
885         }
886
887         if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
888         {
889                 Matrix4x4_CreateIdentity(&tempmatrix);
890                 R_Mesh_TextureMatrix(0, &tempmatrix);
891                 R_Mesh_TextureMatrix(1, &tempmatrix);
892         }
893 }
894
895 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
896 {
897         const msurface_t *surf;
898         msurface_t **chain;
899         vec3_t center;
900         if (texture->rendertype != SURFRENDER_OPAQUE)
901         {
902                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
903                 {
904                         if (surf->visframe == r_framecount)
905                         {
906                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
907                                 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
908                         }
909                 }
910         }
911         else
912                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
913                         if (surf->visframe == r_framecount)
914                                 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
915 }
916
917 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
918 {
919         float base, colorscale;
920         rmeshstate_t m;
921         float modelorg[3];
922         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
923         memset(&m, 0, sizeof(m));
924         if (rendertype == SURFRENDER_ADD)
925         {
926                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
927                 GL_DepthMask(false);
928         }
929         else if (rendertype == SURFRENDER_ALPHA)
930         {
931                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
932                 GL_DepthMask(false);
933         }
934         else
935         {
936                 GL_BlendFunc(GL_ONE, GL_ZERO);
937                 GL_DepthMask(true);
938         }
939         m.tex[0] = R_GetTexture(texture->skin.base);
940         colorscale = 1;
941         if (gl_combine.integer)
942         {
943                 m.texrgbscale[0] = 4;
944                 colorscale *= 0.25f;
945         }
946         base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
947         GL_DepthTest(true);
948
949         m.pointer_color = varray_color4f;
950         m.pointer_vertex = surf->mesh.data_vertex3f;
951         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
952         R_Mesh_State(&m);
953         R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
954         if (!(ent->effects & EF_FULLBRIGHT))
955         {
956                 if (surf->dlightframe == r_framecount)
957                         RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
958                 if (surf->flags & SURF_LIGHTMAP)
959                         RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
960         }
961         RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
962         GL_LockArrays(0, surf->mesh.num_vertices);
963         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
964         GL_LockArrays(0, 0);
965 }
966
967 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
968 {
969         rmeshstate_t m;
970         float modelorg[3];
971         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
972         memset(&m, 0, sizeof(m));
973         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
974         GL_DepthMask(false);
975         GL_DepthTest(true);
976         m.pointer_color = varray_color4f;
977         m.tex[0] = R_GetTexture(texture->skin.glow);
978
979         m.pointer_vertex = surf->mesh.data_vertex3f;
980         if (m.tex[0])
981                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
982         R_Mesh_State(&m);
983         RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
984         GL_LockArrays(0, surf->mesh.num_vertices);
985         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
986         GL_LockArrays(0, 0);
987 }
988
989 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
990 {
991         rmeshstate_t m;
992         float modelorg[3];
993         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
994         memset(&m, 0, sizeof(m));
995         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
996         GL_DepthMask(false);
997         GL_DepthTest(true);
998         m.pointer_color = varray_color4f;
999         m.tex[0] = R_GetTexture(texture->skin.fog);
1000
1001         m.pointer_vertex = surf->mesh.data_vertex3f;
1002         if (m.tex[0])
1003                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1004         R_Mesh_State(&m);
1005         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
1006         GL_LockArrays(0, surf->mesh.num_vertices);
1007         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1008         GL_LockArrays(0, 0);
1009 }
1010
1011 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1012 {
1013         const msurface_t *surf;
1014         rmeshstate_t m;
1015         int lightmaptexturenum;
1016         memset(&m, 0, sizeof(m));
1017         GL_BlendFunc(GL_ONE, GL_ZERO);
1018         GL_DepthMask(true);
1019         GL_DepthTest(true);
1020         m.tex[0] = R_GetTexture(texture->skin.base);
1021         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1022         m.texrgbscale[1] = 2;
1023         m.tex[2] = R_GetTexture(texture->skin.detail);
1024         m.texrgbscale[2] = 2;
1025         if (texture->skin.glow)
1026         {
1027                 m.tex[3] = R_GetTexture(texture->skin.glow);
1028                 m.texcombinergb[3] = GL_ADD;
1029         }
1030         if (r_shadow_realtime_world.integer)
1031                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1032         else
1033                 GL_Color(1, 1, 1, 1);
1034
1035         while((surf = *surfchain++) != NULL)
1036         {
1037                 if (surf->visframe == r_framecount)
1038                 {
1039                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1040                         m.tex[1] = lightmaptexturenum;
1041                         m.pointer_vertex = surf->mesh.data_vertex3f;
1042                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1043                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1044                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1045                         m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1046                         R_Mesh_State(&m);
1047                         GL_LockArrays(0, surf->mesh.num_vertices);
1048                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1049                         GL_LockArrays(0, 0);
1050                 }
1051         }
1052 }
1053
1054 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1055 {
1056         const msurface_t *surf;
1057         rmeshstate_t m;
1058         int lightmaptexturenum;
1059         memset(&m, 0, sizeof(m));
1060         GL_BlendFunc(GL_ONE, GL_ZERO);
1061         GL_DepthMask(true);
1062         GL_DepthTest(true);
1063         m.tex[0] = R_GetTexture(texture->skin.base);
1064         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1065         m.texrgbscale[1] = 2;
1066         m.tex[2] = R_GetTexture(texture->skin.detail);
1067         m.texrgbscale[2] = 2;
1068         if (r_shadow_realtime_world.integer)
1069                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1070         else
1071                 GL_Color(1, 1, 1, 1);
1072
1073         while((surf = *surfchain++) != NULL)
1074         {
1075                 if (surf->visframe == r_framecount)
1076                 {
1077                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1078                         m.tex[1] = lightmaptexturenum;
1079                         m.pointer_vertex = surf->mesh.data_vertex3f;
1080                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1081                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1082                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1083                         R_Mesh_State(&m);
1084                         GL_LockArrays(0, surf->mesh.num_vertices);
1085                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1086                         GL_LockArrays(0, 0);
1087                 }
1088         }
1089 }
1090
1091 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1092 {
1093         const msurface_t *surf;
1094         rmeshstate_t m;
1095         int lightmaptexturenum;
1096         memset(&m, 0, sizeof(m));
1097         GL_BlendFunc(GL_ONE, GL_ZERO);
1098         GL_DepthMask(true);
1099         GL_DepthTest(true);
1100         m.tex[0] = R_GetTexture(texture->skin.base);
1101         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1102         m.texrgbscale[1] = 2;
1103         if (r_shadow_realtime_world.integer)
1104                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1105         else
1106                 GL_Color(1, 1, 1, 1);
1107         while((surf = *surfchain++) != NULL)
1108         {
1109                 if (surf->visframe == r_framecount)
1110                 {
1111                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1112                         m.tex[1] = lightmaptexturenum;
1113                         m.pointer_vertex = surf->mesh.data_vertex3f;
1114                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1115                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1116                         R_Mesh_State(&m);
1117                         GL_LockArrays(0, surf->mesh.num_vertices);
1118                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1119                         GL_LockArrays(0, 0);
1120                 }
1121         }
1122 }
1123
1124 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1125 {
1126         const msurface_t *surf;
1127         rmeshstate_t m;
1128         memset(&m, 0, sizeof(m));
1129         GL_DepthMask(true);
1130         GL_DepthTest(true);
1131         GL_BlendFunc(GL_ONE, GL_ZERO);
1132         m.tex[0] = R_GetTexture(texture->skin.base);
1133         if (r_shadow_realtime_world.integer)
1134                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1135         else
1136                 GL_Color(1, 1, 1, 1);
1137         while((surf = *surfchain++) != NULL)
1138         {
1139                 if (surf->visframe == r_framecount)
1140                 {
1141                         m.pointer_vertex = surf->mesh.data_vertex3f;
1142                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1143                         R_Mesh_State(&m);
1144                         GL_LockArrays(0, surf->mesh.num_vertices);
1145                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1146                         GL_LockArrays(0, 0);
1147                 }
1148         }
1149 }
1150
1151 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1152 {
1153         const msurface_t *surf;
1154         rmeshstate_t m;
1155         int lightmaptexturenum;
1156         memset(&m, 0, sizeof(m));
1157         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1158         GL_DepthMask(false);
1159         GL_DepthTest(true);
1160         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1161         GL_Color(1, 1, 1, 1);
1162         while((surf = *surfchain++) != NULL)
1163         {
1164                 if (surf->visframe == r_framecount)
1165                 {
1166                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1167                         m.tex[0] = lightmaptexturenum;
1168                         m.pointer_vertex = surf->mesh.data_vertex3f;
1169                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1170                         R_Mesh_State(&m);
1171                         GL_LockArrays(0, surf->mesh.num_vertices);
1172                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1173                         GL_LockArrays(0, 0);
1174                 }
1175         }
1176 }
1177
1178 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1179 {
1180         const msurface_t *surf;
1181         rmeshstate_t m;
1182         float modelorg[3];
1183         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1184         memset(&m, 0, sizeof(m));
1185         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1186         GL_DepthMask(false);
1187         GL_DepthTest(true);
1188         m.pointer_color = varray_color4f;
1189         while((surf = *surfchain++) != NULL)
1190         {
1191                 if (surf->visframe == r_framecount)
1192                 {
1193                         m.pointer_vertex = surf->mesh.data_vertex3f;
1194                         if (m.tex[0])
1195                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1196                         R_Mesh_State(&m);
1197                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1198                         GL_LockArrays(0, surf->mesh.num_vertices);
1199                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1200                         GL_LockArrays(0, 0);
1201                 }
1202         }
1203 }
1204
1205 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1206 {
1207         const msurface_t *surf;
1208         rmeshstate_t m;
1209         memset(&m, 0, sizeof(m));
1210         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1211         GL_DepthMask(false);
1212         GL_DepthTest(true);
1213         m.tex[0] = R_GetTexture(texture->skin.detail);
1214         GL_Color(1, 1, 1, 1);
1215         while((surf = *surfchain++) != NULL)
1216         {
1217                 if (surf->visframe == r_framecount)
1218                 {
1219                         m.pointer_vertex = surf->mesh.data_vertex3f;
1220                         m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1221                         R_Mesh_State(&m);
1222                         GL_LockArrays(0, surf->mesh.num_vertices);
1223                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1224                         GL_LockArrays(0, 0);
1225                 }
1226         }
1227 }
1228
1229 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1230 {
1231         const msurface_t *surf;
1232         rmeshstate_t m;
1233         memset(&m, 0, sizeof(m));
1234         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1235         GL_DepthMask(false);
1236         GL_DepthTest(true);
1237         m.tex[0] = R_GetTexture(texture->skin.glow);
1238         GL_Color(1, 1, 1, 1);
1239         while((surf = *surfchain++) != NULL)
1240         {
1241                 if (surf->visframe == r_framecount)
1242                 {
1243                         m.pointer_vertex = surf->mesh.data_vertex3f;
1244                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1245                         R_Mesh_State(&m);
1246                         GL_LockArrays(0, surf->mesh.num_vertices);
1247                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1248                         GL_LockArrays(0, 0);
1249                 }
1250         }
1251 }
1252
1253 /*
1254 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1255 {
1256         const msurface_t *surf;
1257         rmeshstate_t m;
1258         memset(&m, 0, sizeof(m));
1259         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1260         GL_DepthMask(true);
1261         m.tex[0] = R_GetTexture(texture->skin.glow);
1262         if (m.tex[0])
1263                 GL_Color(1, 1, 1, 1);
1264         else
1265                 GL_Color(0, 0, 0, 1);
1266         while((surf = *surfchain++) != NULL)
1267         {
1268                 if (surf->visframe == r_framecount)
1269                 {
1270                         m.pointer_vertex = surf->mesh.data_vertex3f;
1271                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1272                         R_Mesh_State(&m);
1273                         GL_LockArrays(0, surf->mesh.num_vertices);
1274                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1275                         GL_LockArrays(0, 0);
1276                 }
1277         }
1278 }
1279 */
1280
1281 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1282 {
1283         const msurface_t *surf;
1284         rmeshstate_t m;
1285         int lightmaptexturenum;
1286         memset(&m, 0, sizeof(m));
1287         GL_BlendFunc(GL_ONE, GL_ZERO);
1288         GL_DepthMask(true);
1289         GL_DepthTest(true);
1290         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1291         if (r_shadow_realtime_world.integer)
1292                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1293         else
1294                 GL_Color(1, 1, 1, 1);
1295         while((surf = *surfchain++) != NULL)
1296         {
1297                 if (surf->visframe == r_framecount)
1298                 {
1299                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1300                         m.tex[0] = lightmaptexturenum;
1301                         m.pointer_vertex = surf->mesh.data_vertex3f;
1302                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1303                         R_Mesh_State(&m);
1304                         GL_LockArrays(0, surf->mesh.num_vertices);
1305                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1306                         GL_LockArrays(0, 0);
1307                 }
1308         }
1309 }
1310
1311 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1312 {
1313         const entity_render_t *ent = calldata1;
1314         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1315         int rendertype;
1316         float currentalpha;
1317         texture_t *texture;
1318         R_Mesh_Matrix(&ent->matrix);
1319
1320         texture = surf->texinfo->texture;
1321         if (texture->animated)
1322                 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
1323
1324         currentalpha = ent->alpha;
1325         if (ent->effects & EF_ADDITIVE)
1326                 rendertype = SURFRENDER_ADD;
1327         else if (currentalpha < 1 || texture->skin.fog != NULL)
1328                 rendertype = SURFRENDER_ALPHA;
1329         else
1330                 rendertype = SURFRENDER_OPAQUE;
1331
1332         RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1333         if (texture->skin.glow)
1334                 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1335         if (fogenabled)
1336                 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1337 }
1338
1339 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1340 {
1341         const msurface_t *surf;
1342         msurface_t **chain;
1343         vec3_t center;
1344         if (texture->rendertype != SURFRENDER_OPAQUE)
1345         {
1346                 // transparent vertex shaded from lightmap
1347                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1348                 {
1349                         if (surf->visframe == r_framecount)
1350                         {
1351                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1352                                 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1353                         }
1354                 }
1355         }
1356         else if (ent->effects & EF_FULLBRIGHT)
1357         {
1358                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1359                 if (r_detailtextures.integer)
1360                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1361                 if (texture->skin.glow)
1362                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1363                 if (fogenabled)
1364                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1365         }
1366         /*
1367         // opaque base lighting
1368         else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1369         {
1370                 if (r_ambient.value > 0)
1371                 {
1372                 }
1373                 else
1374                         RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1375                 if (fogenabled)
1376                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1377         }
1378         */
1379         // opaque lightmapped
1380         else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1381         {
1382                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1383                 if (fogenabled)
1384                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1385         }
1386         else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1387         {
1388                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1389                 if (texture->skin.glow)
1390                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1391                 if (fogenabled)
1392                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1393         }
1394         else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1395         {
1396                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1397                 if (r_detailtextures.integer)
1398                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1399                 if (texture->skin.glow)
1400                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1401                 if (fogenabled)
1402                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1403         }
1404         else if (!gl_lightmaps.integer)
1405         {
1406                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1407                 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1408                 if (r_detailtextures.integer)
1409                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1410                 if (texture->skin.glow)
1411                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1412                 if (fogenabled)
1413                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1414         }
1415         else
1416         {
1417                 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1418                 if (fogenabled)
1419                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1420         }
1421 }
1422
1423 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1424 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1425 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1426
1427 int Cshader_count = 3;
1428 Cshader_t *Cshaders[3] =
1429 {
1430         &Cshader_wall_lightmap,
1431         &Cshader_water,
1432         &Cshader_sky
1433 };
1434
1435 void R_UpdateTextureInfo(entity_render_t *ent)
1436 {
1437         int i, texframe, alttextures;
1438         texture_t *t;
1439
1440         if (!ent->model)
1441                 return;
1442
1443         alttextures = ent->frame != 0;
1444         texframe = (int)(cl.time * 5.0f);
1445         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1446         {
1447                 t = ent->model->brushq1.textures + i;
1448                 t->currentalpha = ent->alpha;
1449                 if (t->flags & SURF_WATERALPHA)
1450                         t->currentalpha *= r_wateralpha.value;
1451                 if (ent->effects & EF_ADDITIVE)
1452                         t->rendertype = SURFRENDER_ADD;
1453                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1454                         t->rendertype = SURFRENDER_ALPHA;
1455                 else
1456                         t->rendertype = SURFRENDER_OPAQUE;
1457                 // we don't need to set currentframe if t->animated is false because
1458                 // it was already set up by the texture loader for non-animating
1459                 if (t->animated)
1460                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1461         }
1462 }
1463
1464 void R_PrepareSurfaces(entity_render_t *ent)
1465 {
1466         int i, numsurfaces, *surfacevisframes;
1467         model_t *model;
1468         msurface_t *surf, *surfaces, **surfchain;
1469         vec3_t modelorg;
1470
1471         if (!ent->model)
1472                 return;
1473
1474         model = ent->model;
1475         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1476         numsurfaces = model->brushq1.nummodelsurfaces;
1477         surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1478         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1479
1480         R_UpdateTextureInfo(ent);
1481
1482         if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1483                 R_MarkLights(ent);
1484
1485         if (model->brushq1.light_ambient != r_ambient.value)
1486         {
1487                 model->brushq1.light_ambient = r_ambient.value;
1488                 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1489                         model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1490         }
1491         else
1492         {
1493                 for (i = 0;i < model->brushq1.light_styles;i++)
1494                 {
1495                         if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1496                         {
1497                                 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1498                                 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1499                                         (**surfchain).cached_dlight = true;
1500                         }
1501                 }
1502         }
1503
1504         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1505         {
1506                 if (surfacevisframes[i] == r_framecount)
1507                 {
1508 #if !WORLDNODECULLBACKFACES
1509                         // mark any backface surfaces as not visible
1510                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1511                         {
1512                                 if (!(surf->flags & SURF_PLANEBACK))
1513                                         surfacevisframes[i] = -1;
1514                         }
1515                         else
1516                         {
1517                                 if ((surf->flags & SURF_PLANEBACK))
1518                                         surfacevisframes[i] = -1;
1519                         }
1520                         if (surfacevisframes[i] == r_framecount)
1521 #endif
1522                         {
1523                                 c_faces++;
1524                                 surf->visframe = r_framecount;
1525                                 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1526                                         R_BuildLightMap(ent, surf);
1527                         }
1528                 }
1529         }
1530 }
1531
1532 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1533 {
1534         int i;
1535         texture_t *t;
1536         if (ent->model == NULL)
1537                 return;
1538         R_Mesh_Matrix(&ent->matrix);
1539         for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1540                 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1541                         t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1542 }
1543
1544 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1545 {
1546         int i;
1547         float *v;
1548         rmeshstate_t m;
1549         const entity_render_t *ent = calldata1;
1550         const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1551         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1552         GL_DepthMask(false);
1553         GL_DepthTest(true);
1554         R_Mesh_Matrix(&ent->matrix);
1555
1556         memset(&m, 0, sizeof(m));
1557         m.pointer_vertex = varray_vertex3f;
1558         R_Mesh_State(&m);
1559
1560         i = portal - ent->model->brushq1.portals;
1561         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1562                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1563                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1564                          0.125f);
1565         if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1566         {
1567                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1568                         VectorCopy(portal->points[i].position, v);
1569         }
1570         else
1571                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1572                         VectorCopy(portal->points[i].position, v);
1573         GL_LockArrays(0, portal->numpoints);
1574         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1575         GL_LockArrays(0, 0);
1576 }
1577
1578 // LordHavoc: this is just a nice debugging tool, very slow
1579 static void R_DrawPortals(entity_render_t *ent)
1580 {
1581         int i;
1582         mportal_t *portal, *endportal;
1583         float temp[3], center[3], f;
1584         if (ent->model == NULL)
1585                 return;
1586         for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1587         {
1588                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1589                 {
1590                         VectorClear(temp);
1591                         for (i = 0;i < portal->numpoints;i++)
1592                                 VectorAdd(temp, portal->points[i].position, temp);
1593                         f = ixtable[portal->numpoints];
1594                         VectorScale(temp, f, temp);
1595                         Matrix4x4_Transform(&ent->matrix, temp, center);
1596                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1597                 }
1598         }
1599 }
1600
1601 void R_PrepareBrushModel(entity_render_t *ent)
1602 {
1603         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1604         msurface_t *surf;
1605         model_t *model;
1606 #if WORLDNODECULLBACKFACES
1607         vec3_t modelorg;
1608 #endif
1609
1610         // because bmodels can be reused, we have to decide which things to render
1611         // from scratch every time
1612         model = ent->model;
1613         if (model == NULL)
1614                 return;
1615 #if WORLDNODECULLBACKFACES
1616         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1617 #endif
1618         numsurfaces = model->brushq1.nummodelsurfaces;
1619         surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1620         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1621         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1622         for (i = 0;i < numsurfaces;i++, surf++)
1623         {
1624 #if WORLDNODECULLBACKFACES
1625                 // mark any backface surfaces as not visible
1626                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1627                 {
1628                         if ((surf->flags & SURF_PLANEBACK))
1629                                 surfacevisframes[i] = r_framecount;
1630                 }
1631                 else if (!(surf->flags & SURF_PLANEBACK))
1632                         surfacevisframes[i] = r_framecount;
1633 #else
1634                 surfacevisframes[i] = r_framecount;
1635 #endif
1636                 surf->dlightframe = -1;
1637         }
1638         R_PrepareSurfaces(ent);
1639 }
1640
1641 void R_SurfaceWorldNode (entity_render_t *ent)
1642 {
1643         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1644         msurface_t *surf;
1645         mleaf_t *leaf;
1646         model_t *model;
1647         vec3_t modelorg;
1648
1649         // equivilant to quake's RecursiveWorldNode but faster and more effective
1650         model = ent->model;
1651         if (model == NULL)
1652                 return;
1653         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1654         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1655         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1656
1657         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1658         {
1659                 if (!R_CullBox (leaf->mins, leaf->maxs))
1660                 {
1661                         c_leafs++;
1662                         leaf->visframe = r_framecount;
1663                 }
1664         }
1665
1666         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1667         {
1668                 surfnum = model->brushq1.pvssurflist[i];
1669                 surf = model->brushq1.surfaces + surfnum;
1670 #if WORLDNODECULLBACKFACES
1671                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1672                 {
1673                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1674                                 surfacevisframes[surfnum] = r_framecount;
1675                 }
1676                 else
1677                 {
1678                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1679                                 surfacevisframes[surfnum] = r_framecount;
1680                 }
1681 #else
1682                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1683                         surfacevisframes[surfnum] = r_framecount;
1684 #endif
1685         }
1686 }
1687
1688 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1689 {
1690         int c, leafstackpos, *mark, *surfacevisframes;
1691 #if WORLDNODECULLBACKFACES
1692         int n;
1693         msurface_t *surf;
1694 #endif
1695         mleaf_t *leaf, *leafstack[8192];
1696         mportal_t *p;
1697         vec3_t modelorg;
1698         msurface_t *surfaces;
1699         if (ent->model == NULL)
1700                 return;
1701         // LordHavoc: portal-passage worldnode with PVS;
1702         // follows portals leading outward from viewleaf, does not venture
1703         // offscreen or into leafs that are not visible, faster than Quake's
1704         // RecursiveWorldNode
1705         surfaces = ent->model->brushq1.surfaces;
1706         surfacevisframes = ent->model->brushq1.surfacevisframes;
1707         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1708         viewleaf->worldnodeframe = r_framecount;
1709         leafstack[0] = viewleaf;
1710         leafstackpos = 1;
1711         while (leafstackpos)
1712         {
1713                 c_leafs++;
1714                 leaf = leafstack[--leafstackpos];
1715                 leaf->visframe = r_framecount;
1716                 // draw any surfaces bounding this leaf
1717                 if (leaf->nummarksurfaces)
1718                 {
1719                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1720                         {
1721 #if WORLDNODECULLBACKFACES
1722                                 n = *mark++;
1723                                 if (surfacevisframes[n] != r_framecount)
1724                                 {
1725                                         surf = surfaces + n;
1726                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1727                                         {
1728                                                 if ((surf->flags & SURF_PLANEBACK))
1729                                                         surfacevisframes[n] = r_framecount;
1730                                         }
1731                                         else
1732                                         {
1733                                                 if (!(surf->flags & SURF_PLANEBACK))
1734                                                         surfacevisframes[n] = r_framecount;
1735                                         }
1736                                 }
1737 #else
1738                                 surfacevisframes[*mark++] = r_framecount;
1739 #endif
1740                         }
1741                 }
1742                 // follow portals into other leafs
1743                 for (p = leaf->portals;p;p = p->next)
1744                 {
1745                         // LordHavoc: this DotProduct hurts less than a cache miss
1746                         // (which is more likely to happen if backflowing through leafs)
1747                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1748                         {
1749                                 leaf = p->past;
1750                                 if (leaf->worldnodeframe != r_framecount)
1751                                 {
1752                                         leaf->worldnodeframe = r_framecount;
1753                                         // FIXME: R_CullBox is absolute, should be done relative
1754                                         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1755                                                 leafstack[leafstackpos++] = leaf;
1756                                 }
1757                         }
1758                 }
1759         }
1760 }
1761
1762 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1763 {
1764         int j, c, *surfacepvsframes, *mark;
1765         mleaf_t *leaf;
1766         model_t *model;
1767
1768         model = ent->model;
1769         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1770         {
1771                 model->brushq1.pvsframecount++;
1772                 model->brushq1.pvsviewleaf = viewleaf;
1773                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1774                 model->brushq1.pvsleafchain = NULL;
1775                 model->brushq1.pvssurflistlength = 0;
1776                 if (viewleaf)
1777                 {
1778                         surfacepvsframes = model->brushq1.surfacepvsframes;
1779                         for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1780                         {
1781                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1782                                 {
1783                                         leaf->pvsframe = model->brushq1.pvsframecount;
1784                                         leaf->pvschain = model->brushq1.pvsleafchain;
1785                                         model->brushq1.pvsleafchain = leaf;
1786                                         // mark surfaces bounding this leaf as visible
1787                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1788                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1789                                 }
1790                         }
1791                         model->brushq1.BuildPVSTextureChains(model);
1792                 }
1793         }
1794 }
1795
1796 void R_WorldVisibility(entity_render_t *ent)
1797 {
1798         vec3_t modelorg;
1799         mleaf_t *viewleaf;
1800
1801         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1802         viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1803         R_PVSUpdate(ent, viewleaf);
1804
1805         if (!viewleaf)
1806                 return;
1807
1808         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1809                 R_SurfaceWorldNode (ent);
1810         else
1811                 R_PortalWorldNode (ent, viewleaf);
1812 }
1813
1814 void R_DrawWorld(entity_render_t *ent)
1815 {
1816         if (ent->model == NULL)
1817                 return;
1818         if (!ent->model->brushq1.num_leafs)
1819         {
1820                 if (ent->model->DrawSky)
1821                         ent->model->DrawSky(ent);
1822                 if (ent->model->Draw)
1823                         ent->model->Draw(ent);
1824         }
1825         else
1826         {
1827                 R_PrepareSurfaces(ent);
1828                 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1829                 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1830                 if (r_drawportals.integer)
1831                         R_DrawPortals(ent);
1832         }
1833 }
1834
1835 void R_Model_Brush_DrawSky(entity_render_t *ent)
1836 {
1837         if (ent->model == NULL)
1838                 return;
1839         if (ent != &cl_entities[0].render)
1840                 R_PrepareBrushModel(ent);
1841         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1842 }
1843
1844 void R_Model_Brush_Draw(entity_render_t *ent)
1845 {
1846         if (ent->model == NULL)
1847                 return;
1848         c_bmodels++;
1849         if (ent != &cl_entities[0].render)
1850                 R_PrepareBrushModel(ent);
1851         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1852 }
1853
1854 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1855 {
1856 #if 0
1857         int i;
1858         msurface_t *surf;
1859         float projectdistance, f, temp[3], lightradius2;
1860         if (ent->model == NULL)
1861                 return;
1862         R_Mesh_Matrix(&ent->matrix);
1863         lightradius2 = lightradius * lightradius;
1864         R_UpdateTextureInfo(ent);
1865         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1866         //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1867         for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1868         {
1869                 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1870                 {
1871                         f = PlaneDiff(relativelightorigin, surf->plane);
1872                         if (surf->flags & SURF_PLANEBACK)
1873                                 f = -f;
1874                         // draw shadows only for frontfaces and only if they are close
1875                         if (f >= 0.1 && f < lightradius)
1876                         {
1877                                 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1878                                 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1879                                 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1880                                 if (DotProduct(temp, temp) < lightradius2)
1881                                         R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
1882                         }
1883                 }
1884         }
1885 #else
1886         int t, leafnum, marksurfnum, trianglenum;
1887         const int *e;
1888         msurface_t *surf;
1889         mleaf_t *leaf;
1890         const qbyte *pvs;
1891         float projectdistance;
1892         const float *v[3];
1893         vec3_t lightmins, lightmaxs;
1894         if (ent->model == NULL)
1895                 return;
1896         R_Mesh_Matrix(&ent->matrix);
1897         R_UpdateTextureInfo(ent);
1898         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1899         lightmins[0] = relativelightorigin[0] - lightradius;
1900         lightmins[1] = relativelightorigin[1] - lightradius;
1901         lightmins[2] = relativelightorigin[2] - lightradius;
1902         lightmaxs[0] = relativelightorigin[0] + lightradius;
1903         lightmaxs[1] = relativelightorigin[1] + lightradius;
1904         lightmaxs[2] = relativelightorigin[2] + lightradius;
1905         /*
1906         R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1907         maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
1908         ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
1909         for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
1910         {
1911                 surf = marksurface[marksurfacenum];
1912                 if (surf->shadowmark != shadowmarkcount)
1913                 {
1914                         surf->shadowmark = shadowmarkcount;
1915                         if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1916                         {
1917                                 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1918                                 {
1919                                         v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1920                                         v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1921                                         v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1922                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1923                                                 shadowmarklist[numshadowmark++] = t;
1924                                 }
1925                         }
1926                 }
1927         }
1928         */
1929         R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1930         if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1931         {
1932                 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1933                 // FIXME: use BSP recursion in q1bsp as dlights are often small
1934                 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1935                 {
1936                         if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1937                         {
1938                                 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1939                                 {
1940                                         surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1941                                         if (surf->shadowmark != shadowmarkcount)
1942                                         {
1943                                                 surf->shadowmark = shadowmarkcount;
1944                                                 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1945                                                 {
1946                                                         for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1947                                                         {
1948                                                                 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1949                                                                 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1950                                                                 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1951                                                                 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1952                                                                         shadowmarklist[numshadowmark++] = t;
1953                                                         }
1954                                                 }
1955                                         }
1956                                 }
1957                         }
1958                 }
1959         }
1960         else
1961         {
1962                 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1963                 {
1964                         if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1965                         {
1966                                 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1967                                 {
1968                                         v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1969                                         v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1970                                         v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1971                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1972                                                 shadowmarklist[numshadowmark++] = t;
1973                                 }
1974                         }
1975                 }
1976         }
1977         R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
1978 #endif
1979 }
1980
1981 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
1982 {
1983         int leafnum, marksurfnum;
1984         msurface_t *surf;
1985         mleaf_t *leaf;
1986         const qbyte *pvs;
1987         texture_t *t;
1988         float lightmins[3], lightmaxs[3];
1989         if (ent->model == NULL)
1990                 return;
1991         R_Mesh_Matrix(&ent->matrix);
1992         lightmins[0] = relativelightorigin[0] - lightradius;
1993         lightmins[1] = relativelightorigin[1] - lightradius;
1994         lightmins[2] = relativelightorigin[2] - lightradius;
1995         lightmaxs[0] = relativelightorigin[0] + lightradius;
1996         lightmaxs[1] = relativelightorigin[1] + lightradius;
1997         lightmaxs[2] = relativelightorigin[2] + lightradius;
1998         R_UpdateTextureInfo(ent);
1999         shadowmarkcount++;
2000         if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2001         {
2002                 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2003                 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
2004                 {
2005                         if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2006                         {
2007                                 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
2008                                 {
2009                                         surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
2010                                         if (surf->shadowmark != shadowmarkcount)
2011                                         {
2012                                                 surf->shadowmark = shadowmarkcount;
2013                                                 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2014                                                 {
2015                                                         t = surf->texinfo->texture->currentframe;
2016                                                         if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2017                                                         {
2018                                                                 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2019                                                                 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2020                                                         }
2021                                                 }
2022                                         }
2023                                 }
2024                         }
2025                 }
2026         }
2027         else
2028         {
2029                 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
2030                 {
2031                         if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2032                         {
2033                                 t = surf->texinfo->texture->currentframe;
2034                                 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2035                                 {
2036                                         R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2037                                         R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2038                                 }
2039                         }
2040                 }
2041         }
2042 }
2043
2044 void R_DrawCollisionBrush(colbrushf_t *brush)
2045 {
2046         int i;
2047         rmeshstate_t m;
2048         memset(&m, 0, sizeof(m));
2049         m.pointer_vertex = brush->points->v;
2050         R_Mesh_State(&m);
2051         i = ((int)brush) / sizeof(colbrushf_t);
2052         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2053         GL_LockArrays(0, brush->numpoints);
2054         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2055         GL_LockArrays(0, 0);
2056 }
2057
2058 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2059 {
2060         int i;
2061         rmeshstate_t m;
2062         if (!face->num_collisiontriangles)
2063                 return;
2064         memset(&m, 0, sizeof(m));
2065         m.pointer_vertex = face->data_collisionvertex3f;
2066         R_Mesh_State(&m);
2067         i = ((int)face) / sizeof(q3mface_t);
2068         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2069         GL_LockArrays(0, face->num_collisionvertices);
2070         R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2071         GL_LockArrays(0, 0);
2072 }
2073
2074 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2075 {
2076         rmeshstate_t m;
2077         if (!face->num_triangles)
2078                 return;
2079         c_faces++;
2080         if (skyrendernow)
2081         {
2082                 skyrendernow = false;
2083                 if (skyrendermasked)
2084                         R_Sky();
2085         }
2086
2087         R_Mesh_Matrix(&ent->matrix);
2088
2089         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2090         if (skyrendermasked)
2091         {
2092                 // depth-only (masking)
2093                 GL_ColorMask(0,0,0,0);
2094                 // just to make sure that braindead drivers don't draw anything
2095                 // despite that colormask...
2096                 GL_BlendFunc(GL_ZERO, GL_ONE);
2097         }
2098         else
2099         {
2100                 // fog sky
2101                 GL_BlendFunc(GL_ONE, GL_ZERO);
2102         }
2103         GL_DepthMask(true);
2104         GL_DepthTest(true);
2105
2106         memset(&m, 0, sizeof(m));
2107         m.pointer_vertex = face->data_vertex3f;
2108         R_Mesh_State(&m);
2109
2110         GL_LockArrays(0, face->num_vertices);
2111         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2112         GL_LockArrays(0, 0);
2113         GL_ColorMask(1,1,1,1);
2114 }
2115
2116 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2117 {
2118         rmeshstate_t m;
2119         memset(&m, 0, sizeof(m));
2120         GL_BlendFunc(GL_ONE, GL_ZERO);
2121         GL_DepthMask(true);
2122         GL_DepthTest(true);
2123         if (face->texture->skin.glow)
2124         {
2125                 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2126                 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2127                 GL_Color(1, 1, 1, 1);
2128         }
2129         else
2130                 GL_Color(0, 0, 0, 1);
2131         m.pointer_vertex = face->data_vertex3f;
2132         R_Mesh_State(&m);
2133         GL_LockArrays(0, face->num_vertices);
2134         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2135         GL_LockArrays(0, 0);
2136 }
2137
2138 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2139 {
2140         rmeshstate_t m;
2141         memset(&m, 0, sizeof(m));
2142         GL_BlendFunc(GL_ONE, GL_ZERO);
2143         GL_DepthMask(true);
2144         GL_DepthTest(true);
2145         m.tex[0] = R_GetTexture(face->texture->skin.base);
2146         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2147         m.tex[1] = R_GetTexture(face->lightmaptexture);
2148         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2149         m.texrgbscale[1] = 2;
2150         GL_Color(1, 1, 1, 1);
2151         m.pointer_vertex = face->data_vertex3f;
2152         R_Mesh_State(&m);
2153         GL_LockArrays(0, face->num_vertices);
2154         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2155         GL_LockArrays(0, 0);
2156 }
2157
2158 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2159 {
2160         rmeshstate_t m;
2161         memset(&m, 0, sizeof(m));
2162         GL_BlendFunc(GL_ONE, GL_ZERO);
2163         GL_DepthMask(true);
2164         GL_DepthTest(true);
2165         m.tex[0] = R_GetTexture(face->texture->skin.base);
2166         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2167         GL_Color(1, 1, 1, 1);
2168         m.pointer_vertex = face->data_vertex3f;
2169         R_Mesh_State(&m);
2170         GL_LockArrays(0, face->num_vertices);
2171         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2172         GL_LockArrays(0, 0);
2173 }
2174
2175 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2176 {
2177         rmeshstate_t m;
2178         memset(&m, 0, sizeof(m));
2179         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2180         GL_DepthMask(false);
2181         GL_DepthTest(true);
2182         m.tex[0] = R_GetTexture(face->lightmaptexture);
2183         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2184         GL_Color(1, 1, 1, 1);
2185         m.pointer_vertex = face->data_vertex3f;
2186         R_Mesh_State(&m);
2187         GL_LockArrays(0, face->num_vertices);
2188         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2189         GL_LockArrays(0, 0);
2190 }
2191
2192 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2193 {
2194         rmeshstate_t m;
2195         memset(&m, 0, sizeof(m));
2196         GL_BlendFunc(GL_ONE, GL_ZERO);
2197         GL_DepthMask(true);
2198         GL_DepthTest(true);
2199         m.tex[0] = R_GetTexture(face->lightmaptexture);
2200         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2201         if (r_shadow_realtime_world.integer)
2202                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2203         else
2204                 GL_Color(1, 1, 1, 1);
2205         m.pointer_vertex = face->data_vertex3f;
2206         R_Mesh_State(&m);
2207         GL_LockArrays(0, face->num_vertices);
2208         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2209         GL_LockArrays(0, 0);
2210 }
2211
2212 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2213 {
2214         rmeshstate_t m;
2215         memset(&m, 0, sizeof(m));
2216         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2217         GL_DepthMask(false);
2218         GL_DepthTest(true);
2219         if (face->texture->skin.glow)
2220         {
2221                 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2222                 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2223                 GL_Color(1, 1, 1, 1);
2224         }
2225         else
2226                 GL_Color(0, 0, 0, 1);
2227         m.pointer_vertex = face->data_vertex3f;
2228         R_Mesh_State(&m);
2229         GL_LockArrays(0, face->num_vertices);
2230         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2231         GL_LockArrays(0, 0);
2232 }
2233
2234 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2235 {
2236         int i;
2237         float mul;
2238         rmeshstate_t m;
2239         memset(&m, 0, sizeof(m));
2240         GL_BlendFunc(GL_ONE, GL_ZERO);
2241         GL_DepthMask(true);
2242         GL_DepthTest(true);
2243         m.tex[0] = R_GetTexture(face->texture->skin.base);
2244         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2245         mul = 2.0f;
2246         if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2247                 mul *= r_shadow_realtime_world_lightmaps.value;
2248         if (mul == 2 && gl_combine.integer)
2249         {
2250                 m.texrgbscale[0] = 2;
2251                 m.pointer_color = face->data_color4f;
2252         }
2253         else if (mul == 1)
2254                 m.pointer_color = face->data_color4f;
2255         else
2256         {
2257                 for (i = 0;i < face->num_vertices;i++)
2258                 {
2259                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2260                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2261                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2262                         varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2263                 }
2264                 m.pointer_color = varray_color4f;
2265         }
2266         m.pointer_vertex = face->data_vertex3f;
2267         R_Mesh_State(&m);
2268         GL_LockArrays(0, face->num_vertices);
2269         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2270         GL_LockArrays(0, 0);
2271 }
2272
2273 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2274 {
2275         int i;
2276         float mul;
2277         rmeshstate_t m;
2278         memset(&m, 0, sizeof(m));
2279         GL_BlendFunc(GL_ONE, GL_ZERO);
2280         GL_DepthMask(true);
2281         GL_DepthTest(true);
2282         mul = 2.0f;
2283         if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2284                 mul *= r_shadow_realtime_world_lightmaps.value;
2285         if (mul == 1)
2286                 m.pointer_color = face->data_color4f;
2287         else
2288         {
2289                 for (i = 0;i < face->num_vertices;i++)
2290                 {
2291                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2292                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2293                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2294                         varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2295                 }
2296                 m.pointer_color = varray_color4f;
2297         }
2298         m.pointer_vertex = face->data_vertex3f;
2299         R_Mesh_State(&m);
2300         GL_LockArrays(0, face->num_vertices);
2301         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2302         GL_LockArrays(0, 0);
2303 }
2304
2305 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2306 {
2307         rmeshstate_t m;
2308         memset(&m, 0, sizeof(m));
2309         GL_BlendFunc(GL_ONE, GL_ONE);
2310         GL_DepthMask(true);
2311         GL_DepthTest(true);
2312         m.tex[0] = R_GetTexture(face->texture->skin.base);
2313         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2314         GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2315         m.pointer_vertex = face->data_vertex3f;
2316         R_Mesh_State(&m);
2317         GL_LockArrays(0, face->num_vertices);
2318         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2319         GL_LockArrays(0, 0);
2320 }
2321
2322 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2323 {
2324         const entity_render_t *ent = voident;
2325         q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2326         rmeshstate_t m;
2327         R_Mesh_Matrix(&ent->matrix);
2328         memset(&m, 0, sizeof(m));
2329         if (ent->effects & EF_ADDITIVE)
2330                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2331         else
2332                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2333         GL_DepthMask(false);
2334         GL_DepthTest(true);
2335         m.tex[0] = R_GetTexture(face->texture->skin.base);
2336         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2337         // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2338         if (gl_combine.integer)
2339         {
2340                 m.texrgbscale[0] = 2;
2341                 if (r_textureunits.integer >= 2)
2342                 {
2343                         m.tex[1] = R_GetTexture(face->lightmaptexture);
2344                         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2345                         GL_Color(1, 1, 1, ent->alpha);
2346                 }
2347                 else
2348                 {
2349                         if (ent->alpha == 1)
2350                                 m.pointer_color = face->data_color4f;
2351                         else
2352                         {
2353                                 int i;
2354                                 for (i = 0;i < face->num_vertices;i++)
2355                                 {
2356                                         varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2357                                         varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2358                                         varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2359                                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2360                                 }
2361                                 m.pointer_color = varray_color4f;
2362                         }
2363                 }
2364         }
2365         else
2366         {
2367                 int i;
2368                 for (i = 0;i < face->num_vertices;i++)
2369                 {
2370                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2371                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2372                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2373                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2374                 }
2375                 m.pointer_color = varray_color4f;
2376         }
2377         m.pointer_vertex = face->data_vertex3f;
2378         R_Mesh_State(&m);
2379         qglDisable(GL_CULL_FACE);
2380         GL_LockArrays(0, face->num_vertices);
2381         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2382         GL_LockArrays(0, 0);
2383         qglEnable(GL_CULL_FACE);
2384 }
2385
2386 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2387 {
2388         if (!face->num_triangles)
2389                 return;
2390         if (face->texture->surfaceparms)
2391         {
2392                 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2393                         return;
2394         }
2395         c_faces++;
2396         face->visframe = r_framecount;
2397         if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2398         {
2399                 vec3_t facecenter, center;
2400                 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2401                 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2402                 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2403                 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2404                 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2405                 return;
2406         }
2407         R_Mesh_Matrix(&ent->matrix);
2408         if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2409                 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2410         else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2411         {
2412                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2413                 if (face->texture->skin.glow)
2414                         R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2415         }
2416         else if (face->lightmaptexture)
2417         {
2418                 if (gl_lightmaps.integer)
2419                         R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2420                 else
2421                 {
2422                         if (r_textureunits.integer >= 2 && gl_combine.integer)
2423                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2424                         else
2425                         {
2426                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2427                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2428                         }
2429                         if (face->texture->skin.glow)
2430                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2431                 }
2432         }
2433         else
2434         {
2435                 if (gl_lightmaps.integer)
2436                         R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2437                 else
2438                 {
2439                         R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2440                         if (face->texture->skin.glow)
2441                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2442                 }
2443         }
2444         if (r_ambient.value)
2445                 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2446 }
2447
2448 void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
2449 {
2450         int i;
2451         q3mleaf_t *leaf;
2452         for (;;)
2453         {
2454                 if (R_CullBox(node->mins, node->maxs))
2455                         return;
2456                 if (!node->plane)
2457                         break;
2458                 c_nodes++;
2459                 R_Q3BSP_RecursiveWorldNode(node->children[0]);
2460                 node = node->children[1];
2461         }
2462         leaf = (q3mleaf_t *)node;
2463         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2464         {
2465                 c_leafs++;
2466                 for (i = 0;i < leaf->numleaffaces;i++)
2467                         leaf->firstleafface[i]->visframe = r_framecount;
2468         }
2469 }
2470
2471 // FIXME: num_leafs needs to be recalculated at load time to include only
2472 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2473 // the submodels (which would render the submodels occasionally, as part of
2474 // the world - not good)
2475 void R_Q3BSP_MarkLeafPVS(void)
2476 {
2477         int i, j;
2478         q3mleaf_t *leaf;
2479         for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2480         {
2481                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2482                 {
2483                         c_leafs++;
2484                         for (i = 0;i < leaf->numleaffaces;i++)
2485                                 leaf->firstleafface[i]->visframe = r_framecount;
2486                 }
2487         }
2488 }
2489
2490 static int r_q3bsp_framecount = -1;
2491
2492 void R_Q3BSP_DrawSky(entity_render_t *ent)
2493 {
2494         int i;
2495         q3mface_t *face;
2496         vec3_t modelorg;
2497         model_t *model;
2498         qbyte *pvs;
2499         R_Mesh_Matrix(&ent->matrix);
2500         model = ent->model;
2501         if (r_drawcollisionbrushes.integer < 2)
2502         {
2503                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2504                 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2505                 {
2506                         if (r_q3bsp_framecount != r_framecount)
2507                         {
2508                                 r_q3bsp_framecount = r_framecount;
2509                                 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2510                                 //R_Q3BSP_MarkLeafPVS();
2511                         }
2512                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2513                                 if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2514                                         R_Q3BSP_DrawSkyFace(ent, face);
2515                 }
2516                 else
2517                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2518                                 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2519                                         R_Q3BSP_DrawSkyFace(ent, face);
2520         }
2521 }
2522
2523 void R_Q3BSP_Draw(entity_render_t *ent)
2524 {
2525         int i;
2526         q3mface_t *face;
2527         vec3_t modelorg;
2528         model_t *model;
2529         qbyte *pvs;
2530         R_Mesh_Matrix(&ent->matrix);
2531         model = ent->model;
2532         if (r_drawcollisionbrushes.integer < 2)
2533         {
2534                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2535                 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2536                 {
2537                         if (r_q3bsp_framecount != r_framecount)
2538                         {
2539                                 r_q3bsp_framecount = r_framecount;
2540                                 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2541                                 //R_Q3BSP_MarkLeafPVS();
2542                         }
2543                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2544                                 if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2545                                         R_Q3BSP_DrawFace(ent, face);
2546                 }
2547                 else
2548                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2549                                 R_Q3BSP_DrawFace(ent, face);
2550         }
2551         if (r_drawcollisionbrushes.integer >= 1)
2552         {
2553                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2554                 GL_DepthMask(false);
2555                 GL_DepthTest(true);
2556                 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2557                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2558                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2559                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2560                 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2561                         if (face->num_collisiontriangles)
2562                                 R_Q3BSP_DrawCollisionFace(ent, face);
2563                 qglPolygonOffset(0, 0);
2564         }
2565 }
2566
2567 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2568 {
2569         int j, t, leafnum, marksurfnum;
2570         const int *e;
2571         const qbyte *pvs;
2572         const float *v[3];
2573         q3mface_t *face;
2574         q3mleaf_t *leaf;
2575         vec3_t modelorg, lightmins, lightmaxs;
2576         model_t *model;
2577         float projectdistance;
2578         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2579         if (r_drawcollisionbrushes.integer < 2)
2580         {
2581                 model = ent->model;
2582                 R_Mesh_Matrix(&ent->matrix);
2583                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2584                 lightmins[0] = relativelightorigin[0] - lightradius;
2585                 lightmins[1] = relativelightorigin[1] - lightradius;
2586                 lightmins[2] = relativelightorigin[2] - lightradius;
2587                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2588                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2589                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2590                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2591                 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2592                 {       
2593                         for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2594                         {
2595                                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2596                                 {
2597                                         for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2598                                         {
2599                                                 face = leaf->firstleafface[marksurfnum];
2600                                                 if (face->shadowmark != shadowmarkcount)
2601                                                 {
2602                                                         face->shadowmark = shadowmarkcount;
2603                                                         if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2604                                                         {
2605                                                                 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2606                                                                 {
2607                                                                         v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2608                                                                         v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2609                                                                         v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2610                                                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2611                                                                                 shadowmarklist[numshadowmark++] = t;
2612                                                                 }
2613                                                         }
2614                                                 }
2615                                         }
2616                                 }
2617                         }
2618                 }
2619                 else
2620                 {
2621                         for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2622                         {
2623                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2624                                 {
2625                                         for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2626                                         {
2627                                                 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2628                                                 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2629                                                 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2630                                                 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2631                                                         shadowmarklist[numshadowmark++] = t;
2632                                         }
2633                                 }
2634                         }
2635                 }
2636                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
2637         }
2638 }
2639
2640 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2641 {
2642         if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
2643                 return;
2644         R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
2645         R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
2646 }
2647
2648 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2649 {
2650         int leafnum, marksurfnum;
2651         const qbyte *pvs;
2652         q3mface_t *face;
2653         q3mleaf_t *leaf;
2654         vec3_t modelorg, lightmins, lightmaxs;
2655         model_t *model;
2656         if (r_drawcollisionbrushes.integer < 2)
2657         {
2658                 model = ent->model;
2659                 R_Mesh_Matrix(&ent->matrix);
2660                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2661                 lightmins[0] = relativelightorigin[0] - lightradius;
2662                 lightmins[1] = relativelightorigin[1] - lightradius;
2663                 lightmins[2] = relativelightorigin[2] - lightradius;
2664                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2665                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2666                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2667
2668                 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2669                 {       
2670                         pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2671                         for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2672                         {
2673                                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2674                                 {
2675                                         for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2676                                         {
2677                                                 face = leaf->firstleafface[marksurfnum];
2678                                                 if (face->shadowmark != shadowmarkcount)
2679                                                 {
2680                                                         face->shadowmark = shadowmarkcount;
2681                                                         if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2682                                                                 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2683                                                 }
2684                                         }
2685                                 }
2686                         }
2687                 }
2688                 else
2689                 {
2690                         for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2691                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2692                                         R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2693                 }
2694         }
2695 }
2696
2697 static void gl_surf_start(void)
2698 {
2699 }
2700
2701 static void gl_surf_shutdown(void)
2702 {
2703 }
2704
2705 static void gl_surf_newmap(void)
2706 {
2707 }
2708
2709 void GL_Surf_Init(void)
2710 {
2711         int i;
2712         dlightdivtable[0] = 4194304;
2713         for (i = 1;i < 32768;i++)
2714                 dlightdivtable[i] = 4194304 / (i << 7);
2715
2716         Cvar_RegisterVariable(&r_ambient);
2717         Cvar_RegisterVariable(&r_drawportals);
2718         Cvar_RegisterVariable(&r_testvis);
2719         Cvar_RegisterVariable(&r_floatbuildlightmap);
2720         Cvar_RegisterVariable(&r_detailtextures);
2721         Cvar_RegisterVariable(&r_surfaceworldnode);
2722         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2723         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2724         Cvar_RegisterVariable(&gl_lightmaps);
2725
2726         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2727 }
2728