Disabled vsync when doing a timedemo.
[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 static mempool_t *r_surf_mempool = NULL;
33 static int r_surf_surfacevisiblelimit = 0;
34 static qbyte *r_surf_surfacevisible = NULL;
35
36 cvar_t r_ambient = {0, "r_ambient", "0"};
37 cvar_t r_drawportals = {0, "r_drawportals", "0"};
38 cvar_t r_testvis = {0, "r_testvis", "0"};
39 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
40 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
41 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
42 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
43 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
44 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
45 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
46
47 /*
48 // FIXME: these arrays are huge!
49 int r_q1bsp_maxmarkleafs;
50 int r_q1bsp_nummarkleafs;
51 mleaf_t *r_q1bsp_maxleaflist[65536];
52 int r_q1bsp_maxmarksurfaces;
53 int r_q1bsp_nummarksurfaces;
54 msurface_t *r_q1bsp_maxsurfacelist[65536];
55
56 // FIXME: these arrays are huge!
57 int r_q3bsp_maxmarkleafs;
58 int r_q3bsp_nummarkleafs;
59 q3mleaf_t *r_q3bsp_maxleaflist[65536];
60 int r_q3bsp_maxmarksurfaces;
61 int r_q3bsp_nummarksurfaces;
62 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
63 */
64
65 void R_Surf_ClearSurfaceVisible(int num)
66 {
67         if (r_surf_surfacevisiblelimit < num)
68         {
69                 Mem_Free(r_surf_surfacevisible);
70                 r_surf_surfacevisiblelimit = num;
71                 r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
72         }
73         memset(r_surf_surfacevisible, 0, num);
74 }
75
76 static int dlightdivtable[32768];
77
78 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
79 {
80         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
81         unsigned int *bl;
82         float dist, impact[3], local[3];
83         dlight_t *light;
84
85         lit = false;
86
87         smax = (surf->extents[0] >> 4) + 1;
88         tmax = (surf->extents[1] >> 4) + 1;
89         smax3 = smax * 3;
90
91         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
92         {
93                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
94                         continue;                                       // not lit by this light
95
96                 Matrix4x4_Transform(matrix, light->origin, local);
97                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
98
99                 // for comparisons to minimum acceptable light
100                 // compensate for LIGHTOFFSET
101                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
102
103                 dist2 = dist * dist;
104                 dist2 += LIGHTOFFSET;
105                 if (dist2 >= maxdist)
106                         continue;
107
108                 if (surf->plane->type < 3)
109                 {
110                         VectorCopy(local, impact);
111                         impact[surf->plane->type] -= dist;
112                 }
113                 else
114                 {
115                         impact[0] = local[0] - surf->plane->normal[0] * dist;
116                         impact[1] = local[1] - surf->plane->normal[1] * dist;
117                         impact[2] = local[2] - surf->plane->normal[2] * dist;
118                 }
119
120                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
121                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
122
123                 s = bound(0, impacts, smax * 16) - impacts;
124                 t = bound(0, impactt, tmax * 16) - impactt;
125                 i = s * s + t * t + dist2;
126                 if (i > maxdist)
127                         continue;
128
129                 // reduce calculations
130                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
131                         sdtable[s] = i * i + dist2;
132
133                 maxdist3 = maxdist - dist2;
134
135                 // convert to 8.8 blocklights format
136                 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
137                 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
138                 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
139                 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
140                 bl = intblocklights;
141
142                 i = impactt;
143                 for (t = 0;t < tmax;t++, i -= 16)
144                 {
145                         td = i * i;
146                         // make sure some part of it is visible on this line
147                         if (td < maxdist3)
148                         {
149                                 maxdist2 = maxdist - td;
150                                 for (s = 0;s < smax;s++)
151                                 {
152                                         if (sdtable[s] < maxdist2)
153                                         {
154                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
155                                                 if (k > 0)
156                                                 {
157                                                         bl[0] += (red   * k);
158                                                         bl[1] += (green * k);
159                                                         bl[2] += (blue  * k);
160                                                         lit = true;
161                                                 }
162                                         }
163                                         bl += 3;
164                                 }
165                         }
166                         else // skip line
167                                 bl += smax3;
168                 }
169         }
170         return lit;
171 }
172
173 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
174 {
175         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
176         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
177         dlight_t *light;
178
179         lit = false;
180
181         smax = (surf->extents[0] >> 4) + 1;
182         tmax = (surf->extents[1] >> 4) + 1;
183         smax3 = smax * 3;
184
185         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
186         {
187                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
188                         continue;                                       // not lit by this light
189
190                 Matrix4x4_Transform(matrix, light->origin, local);
191                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
192
193                 // for comparisons to minimum acceptable light
194                 // compensate for LIGHTOFFSET
195                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
196
197                 dist2 = dist * dist;
198                 dist2 += LIGHTOFFSET;
199                 if (dist2 >= maxdist)
200                         continue;
201
202                 if (surf->plane->type < 3)
203                 {
204                         VectorCopy(local, impact);
205                         impact[surf->plane->type] -= dist;
206                 }
207                 else
208                 {
209                         impact[0] = local[0] - surf->plane->normal[0] * dist;
210                         impact[1] = local[1] - surf->plane->normal[1] * dist;
211                         impact[2] = local[2] - surf->plane->normal[2] * dist;
212                 }
213
214                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
215                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
216
217                 td = bound(0, impacts, smax * 16) - impacts;
218                 td1 = bound(0, impactt, tmax * 16) - impactt;
219                 td = td * td + td1 * td1 + dist2;
220                 if (td > maxdist)
221                         continue;
222
223                 // reduce calculations
224                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
225                         sdtable[s] = td1 * td1 + dist2;
226
227                 maxdist3 = maxdist - dist2;
228
229                 // convert to 8.8 blocklights format
230                 red = light->rtlight.lightmap_light[0];
231                 green = light->rtlight.lightmap_light[1];
232                 blue = light->rtlight.lightmap_light[2];
233                 subtract = light->rtlight.lightmap_subtract * 32768.0f;
234                 bl = floatblocklights;
235
236                 td1 = impactt;
237                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
238                 {
239                         td = td1 * td1;
240                         // make sure some part of it is visible on this line
241                         if (td < maxdist3)
242                         {
243                                 maxdist2 = maxdist - td;
244                                 for (s = 0;s < smax;s++)
245                                 {
246                                         if (sdtable[s] < maxdist2)
247                                         {
248                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
249                                                 bl[0] += red   * k;
250                                                 bl[1] += green * k;
251                                                 bl[2] += blue  * k;
252                                                 lit = true;
253                                         }
254                                         bl += 3;
255                                 }
256                         }
257                         else // skip line
258                                 bl += smax3;
259                 }
260         }
261         return lit;
262 }
263
264 /*
265 ===============
266 R_BuildLightMap
267
268 Combine and scale multiple lightmaps into the 8.8 format in blocklights
269 ===============
270 */
271 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
272 {
273         if (!r_floatbuildlightmap.integer)
274         {
275                 int smax, tmax, i, j, size, size3, maps, stride, l;
276                 unsigned int *bl, scale;
277                 qbyte *lightmap, *out, *stain;
278
279                 // update cached lighting info
280                 surf->cached_dlight = 0;
281
282                 smax = (surf->extents[0]>>4)+1;
283                 tmax = (surf->extents[1]>>4)+1;
284                 size = smax*tmax;
285                 size3 = size*3;
286                 lightmap = surf->samples;
287
288         // set to full bright if no light data
289                 bl = intblocklights;
290                 if (!ent->model->brushq1.lightdata)
291                 {
292                         for (i = 0;i < size3;i++)
293                                 bl[i] = 255*256;
294                 }
295                 else
296                 {
297         // clear to no light
298                         memset(bl, 0, size*3*sizeof(unsigned int));
299
300                         if (surf->dlightframe == r_framecount)
301                         {
302                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
303                                 if (surf->cached_dlight)
304                                         c_light_polys++;
305                         }
306
307         // add all the lightmaps
308                         if (lightmap)
309                         {
310                                 bl = intblocklights;
311                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
312                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
313                                                 bl[i] += lightmap[i] * scale;
314                         }
315                 }
316
317                 stain = surf->stainsamples;
318                 bl = intblocklights;
319                 out = templight;
320                 // the >> 16 shift adjusts down 8 bits to account for the stainmap
321                 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
322                 // be doubled during rendering to achieve 2x overbright
323                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
324                 if (ent->model->brushq1.lightmaprgba)
325                 {
326                         stride = (surf->lightmaptexturestride - smax) * 4;
327                         for (i = 0;i < tmax;i++, out += stride)
328                         {
329                                 for (j = 0;j < smax;j++)
330                                 {
331                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
333                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
334                                         *out++ = 255;
335                                 }
336                         }
337                 }
338                 else
339                 {
340                         stride = (surf->lightmaptexturestride - smax) * 3;
341                         for (i = 0;i < tmax;i++, out += stride)
342                         {
343                                 for (j = 0;j < smax;j++)
344                                 {
345                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
346                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
347                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
348                                 }
349                         }
350                 }
351
352                 R_UpdateTexture(surf->lightmaptexture, templight);
353         }
354         else
355         {
356                 int smax, tmax, i, j, size, size3, maps, stride, l;
357                 float *bl, scale;
358                 qbyte *lightmap, *out, *stain;
359
360                 // update cached lighting info
361                 surf->cached_dlight = 0;
362
363                 smax = (surf->extents[0]>>4)+1;
364                 tmax = (surf->extents[1]>>4)+1;
365                 size = smax*tmax;
366                 size3 = size*3;
367                 lightmap = surf->samples;
368
369         // set to full bright if no light data
370                 bl = floatblocklights;
371                 if (!ent->model->brushq1.lightdata)
372                 {
373                         for (i = 0;i < size3;i++)
374                                 bl[i] = 255*256;
375                 }
376                 else
377                 {
378                         memset(bl, 0, size*3*sizeof(float));
379         
380                         if (surf->dlightframe == r_framecount)
381                         {
382                                 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
383                                 if (surf->cached_dlight)
384                                         c_light_polys++;
385                         }
386         
387                         // add all the lightmaps
388                         if (lightmap)
389                         {
390                                 bl = floatblocklights;
391                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
392                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
393                                                 bl[i] += lightmap[i] * scale;
394                         }
395                 }
396
397                 stain = surf->stainsamples;
398                 bl = floatblocklights;
399                 out = templight;
400                 // this scaling adjusts down 8 bits to account for the stainmap
401                 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
402                 // be doubled during rendering to achieve 2x overbright
403                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
404                 scale = 1.0f / (1 << 16);
405                 if (ent->model->brushq1.lightmaprgba)
406                 {
407                         stride = (surf->lightmaptexturestride - smax) * 4;
408                         for (i = 0;i < tmax;i++, out += stride)
409                         {
410                                 for (j = 0;j < smax;j++)
411                                 {
412                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
414                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
415                                         *out++ = 255;
416                                 }
417                         }
418                 }
419                 else
420                 {
421                         stride = (surf->lightmaptexturestride - smax) * 3;
422                         for (i = 0;i < tmax;i++, out += stride)
423                         {
424                                 for (j = 0;j < smax;j++)
425                                 {
426                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
427                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
429                                 }
430                         }
431                 }
432
433                 R_UpdateTexture(surf->lightmaptexture, templight);
434         }
435 }
436
437 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
438 {
439         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
440         msurface_t *surf, *endsurf;
441         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
442         qbyte *bl;
443         vec3_t impact;
444
445         maxdist = radius * radius;
446         invradius = 1.0f / radius;
447
448 loc0:
449         if (node->contents < 0)
450                 return;
451         ndist = PlaneDiff(origin, node->plane);
452         if (ndist > radius)
453         {
454                 node = node->children[0];
455                 goto loc0;
456         }
457         if (ndist < -radius)
458         {
459                 node = node->children[1];
460                 goto loc0;
461         }
462
463         dist2 = ndist * ndist;
464         maxdist3 = maxdist - dist2;
465
466         if (node->plane->type < 3)
467         {
468                 VectorCopy(origin, impact);
469                 impact[node->plane->type] -= ndist;
470         }
471         else
472         {
473                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
474                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
475                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
476         }
477
478         for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
479         {
480                 if (surf->stainsamples)
481                 {
482                         smax = (surf->extents[0] >> 4) + 1;
483                         tmax = (surf->extents[1] >> 4) + 1;
484
485                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
486                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
487
488                         s = bound(0, impacts, smax * 16) - impacts;
489                         t = bound(0, impactt, tmax * 16) - impactt;
490                         i = s * s + t * t + dist2;
491                         if (i > maxdist)
492                                 continue;
493
494                         // reduce calculations
495                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
496                                 sdtable[s] = i * i + dist2;
497
498                         bl = surf->stainsamples;
499                         smax3 = smax * 3;
500                         stained = false;
501
502                         i = impactt;
503                         for (t = 0;t < tmax;t++, i -= 16)
504                         {
505                                 td = i * i;
506                                 // make sure some part of it is visible on this line
507                                 if (td < maxdist3)
508                                 {
509                                         maxdist2 = maxdist - td;
510                                         for (s = 0;s < smax;s++)
511                                         {
512                                                 if (sdtable[s] < maxdist2)
513                                                 {
514                                                         ratio = lhrandom(0.0f, 1.0f);
515                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
516                                                         if (a >= (1.0f / 64.0f))
517                                                         {
518                                                                 if (a > 1)
519                                                                         a = 1;
520                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
521                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
522                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
523                                                                 stained = true;
524                                                         }
525                                                 }
526                                                 bl += 3;
527                                         }
528                                 }
529                                 else // skip line
530                                         bl += smax3;
531                         }
532                         // force lightmap upload
533                         if (stained)
534                                 surf->cached_dlight = true;
535                 }
536         }
537
538         if (node->children[0]->contents >= 0)
539         {
540                 if (node->children[1]->contents >= 0)
541                 {
542                         R_StainNode(node->children[0], model, origin, radius, fcolor);
543                         node = node->children[1];
544                         goto loc0;
545                 }
546                 else
547                 {
548                         node = node->children[0];
549                         goto loc0;
550                 }
551         }
552         else if (node->children[1]->contents >= 0)
553         {
554                 node = node->children[1];
555                 goto loc0;
556         }
557 }
558
559 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)
560 {
561         int n;
562         float fcolor[8];
563         entity_render_t *ent;
564         model_t *model;
565         vec3_t org;
566         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brushq1.nodes)
567                 return;
568         fcolor[0] = cr1;
569         fcolor[1] = cg1;
570         fcolor[2] = cb1;
571         fcolor[3] = ca1 * (1.0f / 64.0f);
572         fcolor[4] = cr2 - cr1;
573         fcolor[5] = cg2 - cg1;
574         fcolor[6] = cb2 - cb1;
575         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
576
577         R_StainNode(r_refdef.worldmodel->brushq1.nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
578
579         // look for embedded bmodels
580         for (n = 0;n < cl_num_brushmodel_entities;n++)
581         {
582                 ent = cl_brushmodel_entities[n];
583                 model = ent->model;
584                 if (model && model->name[0] == '*')
585                 {
586                         Mod_CheckLoaded(model);
587                         if (model->brushq1.nodes)
588                         {
589                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
590                                 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
591                         }
592                 }
593         }
594 }
595
596
597 /*
598 =============================================================
599
600         BRUSH MODELS
601
602 =============================================================
603 */
604
605 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
606 {
607         int i;
608         float scale;
609         const qbyte *lm;
610         if (styles[0] != 255)
611         {
612                 for (i = 0;i < numverts;i++, c += 4)
613                 {
614                         lm = samples + lightmapoffsets[i];
615                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
616                         VectorMA(c, scale, lm, c);
617                         if (styles[1] != 255)
618                         {
619                                 lm += size3;
620                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
621                                 VectorMA(c, scale, lm, c);
622                                 if (styles[2] != 255)
623                                 {
624                                         lm += size3;
625                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
626                                         VectorMA(c, scale, lm, c);
627                                         if (styles[3] != 255)
628                                         {
629                                                 lm += size3;
630                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
631                                                 VectorMA(c, scale, lm, c);
632                                         }
633                                 }
634                         }
635                 }
636         }
637 }
638
639 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
640 {
641         int i;
642         float diff[3], f;
643         if (fogenabled)
644         {
645                 for (i = 0;i < numverts;i++, v += 3, c += 4)
646                 {
647                         VectorSubtract(v, modelorg, diff);
648                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
649                         VectorScale(c, f, c);
650                 }
651         }
652         else if (colorscale != 1)
653                 for (i = 0;i < numverts;i++, c += 4)
654                         VectorScale(c, colorscale, c);
655 }
656
657 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)
658 {
659         int i;
660         float diff[3], f;
661         r *= colorscale;
662         g *= colorscale;
663         b *= colorscale;
664         if (fogenabled)
665         {
666                 for (i = 0;i < numverts;i++, v += 3, c += 4)
667                 {
668                         VectorSubtract(v, modelorg, diff);
669                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
670                         c[0] = r * f;
671                         c[1] = g * f;
672                         c[2] = b * f;
673                         c[3] = a;
674                 }
675         }
676         else
677         {
678                 for (i = 0;i < numverts;i++, c += 4)
679                 {
680                         c[0] = r;
681                         c[1] = g;
682                         c[2] = b;
683                         c[3] = a;
684                 }
685         }
686 }
687
688 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)
689 {
690         int i;
691         float diff[3], f;
692         r *= colorscale;
693         g *= colorscale;
694         b *= colorscale;
695         for (i = 0;i < numverts;i++, v += 3, c += 4)
696         {
697                 VectorSubtract(v, modelorg, diff);
698                 f = exp(fogdensity/DotProduct(diff, diff));
699                 c[0] = r;
700                 c[1] = g;
701                 c[2] = b;
702                 c[3] = a * f;
703         }
704 }
705
706 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
707 {
708         float f;
709         const float *v;
710         float *c;
711         int i, l, lit = false;
712         const dlight_t *light;
713         vec3_t lightorigin;
714         for (l = 0;l < r_numdlights;l++)
715         {
716                 if (dlightbits[l >> 5] & (1 << (l & 31)))
717                 {
718                         light = &r_dlight[l];
719                         Matrix4x4_Transform(matrix, light->origin, lightorigin);
720                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
721                         {
722                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
723                                 if (f < light->rtlight.lightmap_cullradius2)
724                                 {
725                                         f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
726                                         VectorMA(c, f, light->rtlight.lightmap_light, c);
727                                         lit = true;
728                                 }
729                         }
730                 }
731         }
732         return lit;
733 }
734
735 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
736 {
737         const msurface_t *surf;
738         rmeshstate_t m;
739
740         // sky rendering transparently would be too difficult
741         if (ent->flags & RENDER_TRANSPARENT)
742                 return;
743
744         if (skyrendernow)
745         {
746                 skyrendernow = false;
747                 if (skyrendermasked)
748                         R_Sky();
749         }
750
751         // LordHavoc: HalfLife maps have freaky skypolys...
752         if (ent->model->brush.ishlbsp)
753                 return;
754         R_Mesh_Matrix(&ent->matrix);
755
756         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
757         if (skyrendermasked)
758         {
759                 // depth-only (masking)
760                 GL_ColorMask(0,0,0,0);
761                 // just to make sure that braindead drivers don't draw anything
762                 // despite that colormask...
763                 GL_BlendFunc(GL_ZERO, GL_ONE);
764         }
765         else
766         {
767                 // fog sky
768                 GL_BlendFunc(GL_ONE, GL_ZERO);
769         }
770         GL_DepthMask(true);
771         GL_DepthTest(true);
772
773         memset(&m, 0, sizeof(m));
774         while((surf = *surfchain++) != NULL)
775         {
776                 if (surf->visframe == r_framecount)
777                 {
778                         m.pointer_vertex = surf->mesh.data_vertex3f;
779                         R_Mesh_State(&m);
780                         GL_LockArrays(0, surf->mesh.num_vertices);
781                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
782                         GL_LockArrays(0, 0);
783                 }
784         }
785         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
786 }
787
788 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
789 {
790         const entity_render_t *ent = calldata1;
791         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
792         rmeshstate_t m;
793         float currentalpha;
794         float base, colorscale;
795         vec3_t modelorg;
796         texture_t *texture;
797         float args[4] = {0.05f,0,0,0.04f};
798         int rendertype, turb, fullbright;
799
800         R_Mesh_Matrix(&ent->matrix);
801         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
802
803         texture = surf->texinfo->texture;
804         if (texture->animated)
805                 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
806         currentalpha = ent->alpha;
807         if (surf->flags & SURF_WATERALPHA)
808                 currentalpha *= r_wateralpha.value;
809
810         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
811         if (ent->effects & EF_ADDITIVE)
812         {
813                 rendertype = SURFRENDER_ADD;
814                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
815                 GL_DepthMask(false);
816         }
817         else if (currentalpha < 1 || texture->skin.fog != NULL)
818         {
819                 rendertype = SURFRENDER_ALPHA;
820                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
821                 GL_DepthMask(false);
822         }
823         else
824         {
825                 rendertype = SURFRENDER_OPAQUE;
826                 GL_BlendFunc(GL_ONE, GL_ZERO);
827                 GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
828         }
829
830         turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
831         fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
832         base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
833         if (surf->flags & SURF_DRAWTURB)
834                 base *= 0.5f;
835         if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
836         {
837                 // NVIDIA Geforce3 distortion texture shader on water
838                 GL_Color(1, 1, 1, currentalpha);
839                 memset(&m, 0, sizeof(m));
840                 m.pointer_vertex = surf->mesh.data_vertex3f;
841                 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
842                 m.tex[1] = R_GetTexture(texture->skin.base);
843                 m.texcombinergb[0] = GL_REPLACE;
844                 m.texcombinergb[1] = GL_REPLACE;
845                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
846                 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
847                 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
848                 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
849                 R_Mesh_State(&m);
850
851                 GL_ActiveTexture(0);
852                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
853                 GL_ActiveTexture(1);
854                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
855                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
856                 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
857                 qglEnable(GL_TEXTURE_SHADER_NV);
858
859                 GL_LockArrays(0, surf->mesh.num_vertices);
860                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
861                 GL_LockArrays(0, 0);
862
863                 qglDisable(GL_TEXTURE_SHADER_NV);
864                 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
865                 GL_ActiveTexture(0);
866         }
867         else
868         {
869                 memset(&m, 0, sizeof(m));
870                 m.pointer_vertex = surf->mesh.data_vertex3f;
871                 m.pointer_color = varray_color4f;
872                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
873                 m.tex[0] = R_GetTexture(texture->skin.base);
874                 if (turb)
875                 {
876                         // scrolling in texture matrix
877                         Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
878                 }
879                 colorscale = 1;
880                 if (gl_combine.integer)
881                 {
882                         m.texrgbscale[0] = 4;
883                         colorscale *= 0.25f;
884                 }
885                 R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
886                 if (!fullbright)
887                 {
888                         if (surf->dlightframe == r_framecount)
889                                 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
890                         if (surf->samples)
891                                 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);
892                 }
893                 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
894                 R_Mesh_State(&m);
895                 GL_LockArrays(0, surf->mesh.num_vertices);
896                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
897                 GL_LockArrays(0, 0);
898                 if (texture->skin.glow)
899                 {
900                         memset(&m, 0, sizeof(m));
901                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
902                         GL_DepthMask(false);
903                         m.pointer_color = varray_color4f;
904                         m.tex[0] = R_GetTexture(texture->skin.glow);
905                         m.pointer_vertex = surf->mesh.data_vertex3f;
906                         if (m.tex[0])
907                         {
908                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
909                                 if (turb)
910                                 {
911                                         // scrolling in texture matrix
912                                         Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
913                                 }
914                         }
915                         R_Mesh_State(&m);
916                         RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
917                         GL_LockArrays(0, surf->mesh.num_vertices);
918                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
919                         GL_LockArrays(0, 0);
920                 }
921                 if (fogenabled && rendertype != SURFRENDER_ADD)
922                 {
923                         memset(&m, 0, sizeof(m));
924                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
925                         GL_DepthMask(false);
926                         m.pointer_color = varray_color4f;
927                         m.tex[0] = R_GetTexture(texture->skin.fog);
928                         m.pointer_vertex = surf->mesh.data_vertex3f;
929                         if (m.tex[0])
930                         {
931                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
932                                 if (turb)
933                                 {
934                                         // scrolling in texture matrix
935                                         Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
936                                 }
937                         }
938                         R_Mesh_State(&m);
939                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
940                         GL_LockArrays(0, surf->mesh.num_vertices);
941                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
942                         GL_LockArrays(0, 0);
943                 }
944         }
945 }
946
947 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
948 {
949         const msurface_t *surf;
950         rmeshstate_t m;
951         int lightmaptexturenum;
952         memset(&m, 0, sizeof(m));
953         GL_BlendFunc(GL_ONE, GL_ZERO);
954         GL_DepthMask(true);
955         GL_DepthTest(true);
956         m.tex[0] = R_GetTexture(texture->skin.base);
957         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
958         m.texrgbscale[1] = 2;
959         m.tex[2] = R_GetTexture(texture->skin.detail);
960         m.texrgbscale[2] = 2;
961         if (texture->skin.glow)
962         {
963                 m.tex[3] = R_GetTexture(texture->skin.glow);
964                 m.texcombinergb[3] = GL_ADD;
965         }
966         GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
967
968         while((surf = *surfchain++) != NULL)
969         {
970                 if (surf->visframe == r_framecount)
971                 {
972                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
973                         m.tex[1] = lightmaptexturenum;
974                         m.pointer_vertex = surf->mesh.data_vertex3f;
975                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
976                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
977                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
978                         m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
979                         R_Mesh_State(&m);
980                         GL_LockArrays(0, surf->mesh.num_vertices);
981                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
982                         GL_LockArrays(0, 0);
983                 }
984         }
985 }
986
987 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
988 {
989         const msurface_t *surf;
990         rmeshstate_t m;
991         int lightmaptexturenum;
992         memset(&m, 0, sizeof(m));
993         GL_BlendFunc(GL_ONE, GL_ZERO);
994         GL_DepthMask(true);
995         GL_DepthTest(true);
996         m.tex[0] = R_GetTexture(texture->skin.base);
997         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
998         m.texrgbscale[1] = 2;
999         m.tex[2] = R_GetTexture(texture->skin.detail);
1000         m.texrgbscale[2] = 2;
1001         GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1002
1003         while((surf = *surfchain++) != NULL)
1004         {
1005                 if (surf->visframe == r_framecount)
1006                 {
1007                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1008                         m.tex[1] = lightmaptexturenum;
1009                         m.pointer_vertex = surf->mesh.data_vertex3f;
1010                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1011                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1012                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1013                         R_Mesh_State(&m);
1014                         GL_LockArrays(0, surf->mesh.num_vertices);
1015                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1016                         GL_LockArrays(0, 0);
1017                 }
1018         }
1019 }
1020
1021 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1022 {
1023         const msurface_t *surf;
1024         rmeshstate_t m;
1025         int lightmaptexturenum;
1026         memset(&m, 0, sizeof(m));
1027         GL_BlendFunc(GL_ONE, GL_ZERO);
1028         GL_DepthMask(true);
1029         GL_DepthTest(true);
1030         m.tex[0] = R_GetTexture(texture->skin.base);
1031         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1032         m.texrgbscale[1] = 2;
1033         GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1034         while((surf = *surfchain++) != NULL)
1035         {
1036                 if (surf->visframe == r_framecount)
1037                 {
1038                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1039                         m.tex[1] = lightmaptexturenum;
1040                         m.pointer_vertex = surf->mesh.data_vertex3f;
1041                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1042                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1043                         R_Mesh_State(&m);
1044                         GL_LockArrays(0, surf->mesh.num_vertices);
1045                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1046                         GL_LockArrays(0, 0);
1047                 }
1048         }
1049 }
1050
1051 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1052 {
1053         const msurface_t *surf;
1054         rmeshstate_t m;
1055         memset(&m, 0, sizeof(m));
1056         GL_DepthMask(true);
1057         GL_DepthTest(true);
1058         GL_BlendFunc(GL_ONE, GL_ZERO);
1059         m.tex[0] = R_GetTexture(texture->skin.base);
1060         if (ent->flags & RENDER_LIGHT)
1061                 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1062         else
1063                 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
1064         while((surf = *surfchain++) != NULL)
1065         {
1066                 if (surf->visframe == r_framecount)
1067                 {
1068                         m.pointer_vertex = surf->mesh.data_vertex3f;
1069                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1070                         R_Mesh_State(&m);
1071                         GL_LockArrays(0, surf->mesh.num_vertices);
1072                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1073                         GL_LockArrays(0, 0);
1074                 }
1075         }
1076 }
1077
1078 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1079 {
1080         const msurface_t *surf;
1081         rmeshstate_t m;
1082         int lightmaptexturenum;
1083         memset(&m, 0, sizeof(m));
1084         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1085         GL_DepthMask(false);
1086         GL_DepthTest(true);
1087         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1088         GL_Color(1, 1, 1, 1);
1089         while((surf = *surfchain++) != NULL)
1090         {
1091                 if (surf->visframe == r_framecount)
1092                 {
1093                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1094                         m.tex[0] = lightmaptexturenum;
1095                         m.pointer_vertex = surf->mesh.data_vertex3f;
1096                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1097                         R_Mesh_State(&m);
1098                         GL_LockArrays(0, surf->mesh.num_vertices);
1099                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1100                         GL_LockArrays(0, 0);
1101                 }
1102         }
1103 }
1104
1105 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1106 {
1107         const msurface_t *surf;
1108         rmeshstate_t m;
1109         memset(&m, 0, sizeof(m));
1110         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1111         GL_DepthMask(false);
1112         GL_DepthTest(true);
1113         m.tex[0] = R_GetTexture(texture->skin.base);
1114         GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
1115         while((surf = *surfchain++) != NULL)
1116         {
1117                 if (surf->visframe == r_framecount)
1118                 {
1119                         m.pointer_vertex = surf->mesh.data_vertex3f;
1120                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1121                         R_Mesh_State(&m);
1122                         GL_LockArrays(0, surf->mesh.num_vertices);
1123                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1124                         GL_LockArrays(0, 0);
1125                 }
1126         }
1127 }
1128
1129 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1130 {
1131         const msurface_t *surf;
1132         rmeshstate_t m;
1133         float modelorg[3];
1134         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1135         memset(&m, 0, sizeof(m));
1136         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1137         GL_DepthMask(false);
1138         GL_DepthTest(true);
1139         m.pointer_color = varray_color4f;
1140         while((surf = *surfchain++) != NULL)
1141         {
1142                 if (surf->visframe == r_framecount)
1143                 {
1144                         m.pointer_vertex = surf->mesh.data_vertex3f;
1145                         if (m.tex[0])
1146                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1147                         R_Mesh_State(&m);
1148                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1149                         GL_LockArrays(0, surf->mesh.num_vertices);
1150                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1151                         GL_LockArrays(0, 0);
1152                 }
1153         }
1154 }
1155
1156 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1157 {
1158         const msurface_t *surf;
1159         rmeshstate_t m;
1160         memset(&m, 0, sizeof(m));
1161         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1162         GL_DepthMask(false);
1163         GL_DepthTest(true);
1164         m.tex[0] = R_GetTexture(texture->skin.detail);
1165         GL_Color(1, 1, 1, 1);
1166         while((surf = *surfchain++) != NULL)
1167         {
1168                 if (surf->visframe == r_framecount)
1169                 {
1170                         m.pointer_vertex = surf->mesh.data_vertex3f;
1171                         m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1172                         R_Mesh_State(&m);
1173                         GL_LockArrays(0, surf->mesh.num_vertices);
1174                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1175                         GL_LockArrays(0, 0);
1176                 }
1177         }
1178 }
1179
1180 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1181 {
1182         const msurface_t *surf;
1183         rmeshstate_t m;
1184         memset(&m, 0, sizeof(m));
1185         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1186         GL_DepthMask(false);
1187         GL_DepthTest(true);
1188         m.tex[0] = R_GetTexture(texture->skin.glow);
1189         GL_Color(1, 1, 1, 1);
1190         while((surf = *surfchain++) != NULL)
1191         {
1192                 if (surf->visframe == r_framecount)
1193                 {
1194                         m.pointer_vertex = surf->mesh.data_vertex3f;
1195                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1196                         R_Mesh_State(&m);
1197                         GL_LockArrays(0, surf->mesh.num_vertices);
1198                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1199                         GL_LockArrays(0, 0);
1200                 }
1201         }
1202 }
1203
1204 /*
1205 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(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_SRC_ALPHA, GL_ZERO);
1211         GL_DepthMask(true);
1212         m.tex[0] = R_GetTexture(texture->skin.glow);
1213         if (m.tex[0])
1214                 GL_Color(1, 1, 1, 1);
1215         else
1216                 GL_Color(0, 0, 0, 1);
1217         while((surf = *surfchain++) != NULL)
1218         {
1219                 if (surf->visframe == r_framecount)
1220                 {
1221                         m.pointer_vertex = surf->mesh.data_vertex3f;
1222                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1223                         R_Mesh_State(&m);
1224                         GL_LockArrays(0, surf->mesh.num_vertices);
1225                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1226                         GL_LockArrays(0, 0);
1227                 }
1228         }
1229 }
1230 */
1231
1232 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1233 {
1234         const msurface_t *surf;
1235         rmeshstate_t m;
1236         int lightmaptexturenum;
1237         memset(&m, 0, sizeof(m));
1238         GL_BlendFunc(GL_ONE, GL_ZERO);
1239         GL_DepthMask(true);
1240         GL_DepthTest(true);
1241         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1242         GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1243         while((surf = *surfchain++) != NULL)
1244         {
1245                 if (surf->visframe == r_framecount)
1246                 {
1247                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1248                         m.tex[0] = lightmaptexturenum;
1249                         m.pointer_vertex = surf->mesh.data_vertex3f;
1250                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1251                         R_Mesh_State(&m);
1252                         GL_LockArrays(0, surf->mesh.num_vertices);
1253                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1254                         GL_LockArrays(0, 0);
1255                 }
1256         }
1257 }
1258
1259 void R_UpdateTextureInfo(entity_render_t *ent)
1260 {
1261         int i, texframe, alttextures;
1262         texture_t *t;
1263
1264         if (!ent->model)
1265                 return;
1266
1267         alttextures = ent->frame != 0;
1268         texframe = (int)(r_refdef.time * 5.0f);
1269         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1270         {
1271                 t = ent->model->brushq1.textures + i;
1272                 t->currentalpha = ent->alpha;
1273                 if (t->flags & SURF_WATERALPHA)
1274                         t->currentalpha *= r_wateralpha.value;
1275                 if (ent->effects & EF_ADDITIVE)
1276                         t->rendertype = SURFRENDER_ADD;
1277                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1278                         t->rendertype = SURFRENDER_ALPHA;
1279                 else
1280                         t->rendertype = SURFRENDER_OPAQUE;
1281                 // we don't need to set currentframe if t->animated is false because
1282                 // it was already set up by the texture loader for non-animating
1283                 if (t->animated)
1284                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1285         }
1286 }
1287
1288 void R_UpdateLightmapInfo(entity_render_t *ent)
1289 {
1290         int i;
1291         msurface_t *surface, **surfacechain;
1292         model_t *model = ent->model;
1293         if (!model)
1294                 return;
1295         if (r_dynamic.integer && !r_rtdlight)
1296                 R_MarkLights(ent);
1297         for (i = 0;i < model->brushq1.light_styles;i++)
1298         {
1299                 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1300                 {
1301                         model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1302                         if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
1303                                 for (;(surface = *surfacechain);surfacechain++)
1304                                         surface->cached_dlight = true;
1305                 }
1306         }
1307 }
1308
1309 void R_PrepareSurfaces(entity_render_t *ent)
1310 {
1311         int i, numsurfaces, *surfacevisframes;
1312         model_t *model;
1313         msurface_t *surf, *surfaces;
1314         vec3_t modelorg;
1315
1316         if (!ent->model)
1317                 return;
1318
1319         model = ent->model;
1320         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1321         numsurfaces = model->nummodelsurfaces;
1322         surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1323         surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1324         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1325         {
1326                 if (surfacevisframes[i] == r_framecount)
1327                 {
1328 #if !WORLDNODECULLBACKFACES
1329                         // mark any backface surfaces as not visible
1330                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1331                         {
1332                                 if (!(surf->flags & SURF_PLANEBACK))
1333                                         surfacevisframes[i] = -1;
1334                         }
1335                         else
1336                         {
1337                                 if ((surf->flags & SURF_PLANEBACK))
1338                                         surfacevisframes[i] = -1;
1339                         }
1340                         if (surfacevisframes[i] == r_framecount)
1341 #endif
1342                         {
1343                                 c_faces++;
1344                                 surf->visframe = r_framecount;
1345                                 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1346                                         R_BuildLightMap(ent, surf);
1347                         }
1348                 }
1349         }
1350 }
1351
1352 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1353 {
1354         int texturenumber, f;
1355         vec3_t center;
1356         msurface_t *surf, **chain, **surfchain;
1357         texture_t *t, *texture;
1358         model_t *model = ent->model;
1359         if (model == NULL)
1360                 return;
1361         R_Mesh_Matrix(&ent->matrix);
1362         for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1363         {
1364                 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1365                 {
1366                         if (texture->flags & SURF_LIGHTMAP)
1367                         {
1368                                 if (gl_lightmaps.integer)
1369                                 {
1370                                         RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1371                                         if (fogenabled)
1372                                                 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1373                                 }
1374                                 else if (texture->rendertype != SURFRENDER_OPAQUE)
1375                                 {
1376                                         // transparent vertex shaded from lightmap
1377                                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1378                                         {
1379                                                 if (surf->visframe == r_framecount)
1380                                                 {
1381                                                         Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1382                                                         R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1383                                                 }
1384                                         }
1385                                 }
1386                                 else
1387                                 {
1388                                         if (!(ent->flags & RENDER_LIGHT))
1389                                         {
1390                                                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1391                                                 if (r_detailtextures.integer)
1392                                                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1393                                                 if (texture->skin.glow)
1394                                                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1395                                         }
1396                                         else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1397                                                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1398                                         else
1399                                         {
1400                                                 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1401                                                         RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1402                                                 else
1403                                                 {
1404                                                         if (r_textureunits.integer >= 2 && gl_combine.integer)
1405                                                                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1406                                                         else
1407                                                         {
1408                                                                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1409                                                                 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1410                                                         }
1411                                                         if (r_ambient.value > 0)
1412                                                                 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1413                                                         if (r_detailtextures.integer)
1414                                                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1415                                                 }
1416                                                 if (texture->skin.glow)
1417                                                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1418                                         }
1419                                         if (fogenabled)
1420                                                 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1421                                 }
1422                         }
1423                         else if (texture->flags & SURF_DRAWTURB)
1424                         {
1425                                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1426                                 {
1427                                         if (surf->visframe == r_framecount)
1428                                         {
1429                                                 if (texture->rendertype == SURFRENDER_OPAQUE)
1430                                                         RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1431                                                 else
1432                                                 {
1433                                                         Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1434                                                         R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1435                                                 }
1436                                         }
1437                                 }
1438                         }
1439                         else if (texture->flags & SURF_DRAWSKY)
1440                                 RSurfShader_Sky(ent, texture, surfchain);
1441                 }
1442         }
1443 }
1444
1445 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1446 {
1447         int i;
1448         float *v;
1449         rmeshstate_t m;
1450         const mportal_t *portal = calldata1;
1451         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1452         GL_DepthMask(false);
1453         GL_DepthTest(true);
1454         R_Mesh_Matrix(&r_identitymatrix);
1455
1456         memset(&m, 0, sizeof(m));
1457         m.pointer_vertex = varray_vertex3f;
1458         R_Mesh_State(&m);
1459
1460         i = calldata2;
1461         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1462                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1463                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1464                          0.125f);
1465         if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1466         {
1467                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1468                         VectorCopy(portal->points[i].position, v);
1469         }
1470         else
1471                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1472                         VectorCopy(portal->points[i].position, v);
1473         GL_LockArrays(0, portal->numpoints);
1474         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1475         GL_LockArrays(0, 0);
1476 }
1477
1478 // LordHavoc: this is just a nice debugging tool, very slow
1479 static void R_DrawPortals(void)
1480 {
1481         int i, portalnum;
1482         mportal_t *portal;
1483         float center[3], f;
1484         model_t *model = r_refdef.worldmodel;
1485         if (model == NULL)
1486                 return;
1487         for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++)
1488         {
1489                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1490                 {
1491                         VectorClear(center);
1492                         for (i = 0;i < portal->numpoints;i++)
1493                                 VectorAdd(center, portal->points[i].position, center);
1494                         f = ixtable[portal->numpoints];
1495                         VectorScale(center, f, center);
1496                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
1497                 }
1498         }
1499 }
1500
1501 void R_PrepareBrushModel(entity_render_t *ent)
1502 {
1503         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1504         msurface_t *surf;
1505         model_t *model;
1506 #if WORLDNODECULLBACKFACES
1507         vec3_t modelorg;
1508 #endif
1509
1510         // because bmodels can be reused, we have to decide which things to render
1511         // from scratch every time
1512         model = ent->model;
1513         if (model == NULL)
1514                 return;
1515 #if WORLDNODECULLBACKFACES
1516         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1517 #endif
1518         numsurfaces = model->nummodelsurfaces;
1519         surf = model->brushq1.surfaces + model->firstmodelsurface;
1520         surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1521         surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1522         for (i = 0;i < numsurfaces;i++, surf++)
1523         {
1524 #if WORLDNODECULLBACKFACES
1525                 // mark any backface surfaces as not visible
1526                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1527                 {
1528                         if ((surf->flags & SURF_PLANEBACK))
1529                                 surfacevisframes[i] = r_framecount;
1530                 }
1531                 else if (!(surf->flags & SURF_PLANEBACK))
1532                         surfacevisframes[i] = r_framecount;
1533 #else
1534                 surfacevisframes[i] = r_framecount;
1535 #endif
1536                 surf->dlightframe = -1;
1537         }
1538         R_UpdateTextureInfo(ent);
1539         R_UpdateLightmapInfo(ent);
1540 }
1541
1542 void R_SurfaceWorldNode (void)
1543 {
1544         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1545         msurface_t *surf;
1546         mleaf_t *leaf;
1547         model_t *model;
1548
1549         // equivilant to quake's RecursiveWorldNode but faster and more effective
1550         model = r_refdef.worldmodel;
1551         if (model == NULL)
1552                 return;
1553         surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1554         surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1555
1556         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1557         {
1558                 if (!R_CullBox (leaf->mins, leaf->maxs))
1559                 {
1560                         c_leafs++;
1561                         leaf->visframe = r_framecount;
1562                 }
1563         }
1564
1565         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1566         {
1567                 surfnum = model->brushq1.pvssurflist[i];
1568                 surf = model->brushq1.surfaces + surfnum;
1569 #if WORLDNODECULLBACKFACES
1570                 if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
1571                 {
1572                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1573                                 surfacevisframes[surfnum] = r_framecount;
1574                 }
1575                 else
1576                 {
1577                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1578                                 surfacevisframes[surfnum] = r_framecount;
1579                 }
1580 #else
1581                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1582                         surfacevisframes[surfnum] = r_framecount;
1583 #endif
1584         }
1585 }
1586
1587 static void R_PortalWorldNode(mleaf_t *viewleaf)
1588 {
1589         int c, leafstackpos, *mark, *surfacevisframes;
1590 #if WORLDNODECULLBACKFACES
1591         int n;
1592         msurface_t *surf;
1593 #endif
1594         mleaf_t *leaf, *leafstack[8192];
1595         mportal_t *p;
1596         msurface_t *surfaces;
1597         model_t *model = r_refdef.worldmodel;
1598         if (model == NULL)
1599                 return;
1600         // LordHavoc: portal-passage worldnode with PVS;
1601         // follows portals leading outward from viewleaf, does not venture
1602         // offscreen or into leafs that are not visible, faster than Quake's
1603         // RecursiveWorldNode
1604         surfaces = model->brushq1.surfaces;
1605         surfacevisframes = model->brushq1.surfacevisframes;
1606         viewleaf->worldnodeframe = r_framecount;
1607         leafstack[0] = viewleaf;
1608         leafstackpos = 1;
1609         while (leafstackpos)
1610         {
1611                 c_leafs++;
1612                 leaf = leafstack[--leafstackpos];
1613                 leaf->visframe = r_framecount;
1614                 // draw any surfaces bounding this leaf
1615                 if (leaf->nummarksurfaces)
1616                 {
1617                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1618                         {
1619 #if WORLDNODECULLBACKFACES
1620                                 n = *mark++;
1621                                 if (surfacevisframes[n] != r_framecount)
1622                                 {
1623                                         surf = surfaces + n;
1624                                         if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
1625                                         {
1626                                                 if ((surf->flags & SURF_PLANEBACK))
1627                                                         surfacevisframes[n] = r_framecount;
1628                                         }
1629                                         else
1630                                         {
1631                                                 if (!(surf->flags & SURF_PLANEBACK))
1632                                                         surfacevisframes[n] = r_framecount;
1633                                         }
1634                                 }
1635 #else
1636                                 surfacevisframes[*mark++] = r_framecount;
1637 #endif
1638                         }
1639                 }
1640                 // follow portals into other leafs
1641                 for (p = leaf->portals;p;p = p->next)
1642                 {
1643                         // LordHavoc: this DotProduct hurts less than a cache miss
1644                         // (which is more likely to happen if backflowing through leafs)
1645                         if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1))
1646                         {
1647                                 leaf = p->past;
1648                                 if (leaf->worldnodeframe != r_framecount)
1649                                 {
1650                                         leaf->worldnodeframe = r_framecount;
1651                                         // FIXME: R_CullBox is absolute, should be done relative
1652                                         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1653                                                 leafstack[leafstackpos++] = leaf;
1654                                 }
1655                         }
1656                 }
1657         }
1658 }
1659
1660 void R_PVSUpdate (mleaf_t *viewleaf)
1661 {
1662         int j, c, *surfacepvsframes, *mark;
1663         mleaf_t *leaf;
1664         model_t *model;
1665
1666         model = r_refdef.worldmodel;
1667         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1668         {
1669                 model->brushq1.pvsframecount++;
1670                 model->brushq1.pvsviewleaf = viewleaf;
1671                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1672                 model->brushq1.pvsleafchain = NULL;
1673                 model->brushq1.pvssurflistlength = 0;
1674                 if (viewleaf)
1675                 {
1676                         surfacepvsframes = model->brushq1.surfacepvsframes;
1677                         for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1678                         {
1679                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1680                                 {
1681                                         leaf->pvsframe = model->brushq1.pvsframecount;
1682                                         leaf->pvschain = model->brushq1.pvsleafchain;
1683                                         model->brushq1.pvsleafchain = leaf;
1684                                         // mark surfaces bounding this leaf as visible
1685                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1686                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1687                                 }
1688                         }
1689                         model->brushq1.BuildPVSTextureChains(model);
1690                 }
1691         }
1692 }
1693
1694 void R_WorldVisibility(void)
1695 {
1696         mleaf_t *viewleaf;
1697
1698         viewleaf = (r_refdef.worldmodel && r_refdef.worldmodel->brushq1.PointInLeaf) ? r_refdef.worldmodel->brushq1.PointInLeaf(r_refdef.worldmodel, r_vieworigin) : NULL;
1699         R_PVSUpdate(viewleaf);
1700
1701         if (!viewleaf)
1702                 return;
1703
1704         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1705                 R_SurfaceWorldNode();
1706         else
1707                 R_PortalWorldNode(viewleaf);
1708
1709         if (r_drawportals.integer)
1710                 R_DrawPortals();
1711 }
1712
1713 void R_Q1BSP_DrawSky(entity_render_t *ent)
1714 {
1715         if (ent->model == NULL)
1716                 return;
1717         if (ent != r_refdef.worldentity)
1718                 R_PrepareBrushModel(ent);
1719         R_PrepareSurfaces(ent);
1720         R_DrawSurfaces(ent, SURF_DRAWSKY);
1721 }
1722
1723 void R_Q1BSP_Draw(entity_render_t *ent)
1724 {
1725         if (ent->model == NULL)
1726                 return;
1727         c_bmodels++;
1728         if (ent != r_refdef.worldentity)
1729                 R_PrepareBrushModel(ent);
1730         R_PrepareSurfaces(ent);
1731         R_UpdateTextureInfo(ent);
1732         R_UpdateLightmapInfo(ent);
1733         R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1734 }
1735
1736 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
1737 {
1738         model_t *model = ent->model;
1739         vec3_t lightmins, lightmaxs;
1740         int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1741         const int *e;
1742         const float *v[3];
1743         msurface_t *surface;
1744         mleaf_t *leaf;
1745         const qbyte *pvs;
1746         lightmins[0] = relativelightorigin[0] - lightradius;
1747         lightmins[1] = relativelightorigin[1] - lightradius;
1748         lightmins[2] = relativelightorigin[2] - lightradius;
1749         lightmaxs[0] = relativelightorigin[0] + lightradius;
1750         lightmaxs[1] = relativelightorigin[1] + lightradius;
1751         lightmaxs[2] = relativelightorigin[2] + lightradius;
1752         *outnumclusterspointer = 0;
1753         *outnumsurfacespointer = 0;
1754         memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1755         memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1756         if (model == NULL)
1757         {
1758                 VectorCopy(lightmins, outmins);
1759                 VectorCopy(lightmaxs, outmaxs);
1760                 return;
1761         }
1762         VectorCopy(relativelightorigin, outmins);
1763         VectorCopy(relativelightorigin, outmaxs);
1764         if (model->brush.GetPVS)
1765                 pvs = model->brush.GetPVS(model, relativelightorigin);
1766         else
1767                 pvs = NULL;
1768         // FIXME: use BSP recursion as lights are often small
1769         for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1770         {
1771                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1772                 {
1773                         outmins[0] = min(outmins[0], leaf->mins[0]);
1774                         outmins[1] = min(outmins[1], leaf->mins[1]);
1775                         outmins[2] = min(outmins[2], leaf->mins[2]);
1776                         outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1777                         outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1778                         outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1779                         if (outclusterpvs)
1780                         {
1781                                 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1782                                 {
1783                                         SETPVSBIT(outclusterpvs, leaf->clusterindex);
1784                                         outclusterlist[outnumclusters++] = leaf->clusterindex;
1785                                 }
1786                         }
1787                         if (outsurfacepvs)
1788                         {
1789                                 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1790                                 {
1791                                         surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1792                                         if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1793                                         {
1794                                                 surface = model->brushq1.surfaces + surfaceindex;
1795                                                 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1796                                                 {
1797                                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1798                                                         {
1799                                                                 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1800                                                                 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1801                                                                 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1802                                                                 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])))
1803                                                                 {
1804                                                                         SETPVSBIT(outsurfacepvs, surfaceindex);
1805                                                                         outsurfacelist[outnumsurfaces++] = surfaceindex;
1806                                                                         break;
1807                                                                 }
1808                                                         }
1809                                                 }
1810                                         }
1811                                 }
1812                         }
1813                 }
1814         }
1815
1816         // limit combined leaf box to light boundaries
1817         outmins[0] = max(outmins[0], lightmins[0]);
1818         outmins[1] = max(outmins[1], lightmins[1]);
1819         outmins[2] = max(outmins[2], lightmins[2]);
1820         outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1821         outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1822         outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1823
1824         *outnumclusterspointer = outnumclusters;
1825         *outnumsurfacespointer = outnumsurfaces;
1826 }
1827
1828 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1829 {
1830         model_t *model = ent->model;
1831         vec3_t lightmins, lightmaxs;
1832         msurface_t *surface;
1833         int surfacelistindex;
1834         if (r_drawcollisionbrushes.integer < 2)
1835         {
1836                 lightmins[0] = relativelightorigin[0] - lightradius;
1837                 lightmins[1] = relativelightorigin[1] - lightradius;
1838                 lightmins[2] = relativelightorigin[2] - lightradius;
1839                 lightmaxs[0] = relativelightorigin[0] + lightradius;
1840                 lightmaxs[1] = relativelightorigin[1] + lightradius;
1841                 lightmaxs[2] = relativelightorigin[2] + lightradius;
1842                 R_Mesh_Matrix(&ent->matrix);
1843                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1844                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1845                 {
1846                         surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1847                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
1848                 }
1849                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
1850         }
1851 }
1852
1853 void R_Q1BSP_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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
1854 {
1855         model_t *model = ent->model;
1856         vec3_t lightmins, lightmaxs, modelorg;
1857         msurface_t *surface;
1858         texture_t *t;
1859         int surfacelistindex;
1860         if (r_drawcollisionbrushes.integer < 2)
1861         {
1862                 lightmins[0] = relativelightorigin[0] - lightradius;
1863                 lightmins[1] = relativelightorigin[1] - lightradius;
1864                 lightmins[2] = relativelightorigin[2] - lightradius;
1865                 lightmaxs[0] = relativelightorigin[0] + lightradius;
1866                 lightmaxs[1] = relativelightorigin[1] + lightradius;
1867                 lightmaxs[2] = relativelightorigin[2] + lightradius;
1868                 R_Mesh_Matrix(&ent->matrix);
1869                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1870                 R_UpdateTextureInfo(ent);
1871                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1872                 {
1873                         surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1874                         if (r_shadow_compilingrtlight)
1875                         {
1876                                 // if compiling an rtlight, capture the mesh
1877                                 t = surface->texinfo->texture;
1878                                 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1879                                         Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
1880                         }
1881                         else if (ent != r_refdef.worldentity || surface->visframe == r_framecount)
1882                         {
1883                                 t = surface->texinfo->texture->currentframe;
1884                                 // FIXME: transparent surfaces need to be lit later
1885                                 if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
1886                                         R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
1887                         }
1888                 }
1889         }
1890 }
1891
1892 void R_DrawCollisionBrush(colbrushf_t *brush)
1893 {
1894         int i;
1895         rmeshstate_t m;
1896         memset(&m, 0, sizeof(m));
1897         m.pointer_vertex = brush->points->v;
1898         R_Mesh_State(&m);
1899         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
1900         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1901         GL_LockArrays(0, brush->numpoints);
1902         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1903         GL_LockArrays(0, 0);
1904 }
1905
1906 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1907 {
1908         int i;
1909         rmeshstate_t m;
1910         if (!face->num_collisiontriangles)
1911                 return;
1912         memset(&m, 0, sizeof(m));
1913         m.pointer_vertex = face->data_collisionvertex3f;
1914         R_Mesh_State(&m);
1915         i = (int)(((size_t)face) / sizeof(q3msurface_t));
1916         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1917         GL_LockArrays(0, face->num_collisionvertices);
1918         R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1919         GL_LockArrays(0, 0);
1920 }
1921
1922 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
1923 {
1924         const entity_render_t *ent = voident;
1925         q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
1926         rmeshstate_t m;
1927         R_Mesh_Matrix(&ent->matrix);
1928         memset(&m, 0, sizeof(m));
1929         if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
1930                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1931         else
1932                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1933         GL_DepthMask(false);
1934         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
1935         m.tex[0] = R_GetTexture(face->texture->skin.base);
1936         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1937         // LordHavoc: quake3 was not able to do this; lit transparent surfaces
1938         if (gl_combine.integer)
1939         {
1940                 m.texrgbscale[0] = 2;
1941                 if (r_textureunits.integer >= 2)
1942                 {
1943                         m.tex[1] = R_GetTexture(face->lightmaptexture);
1944                         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1945                         GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
1946                 }
1947                 else
1948                 {
1949                         if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
1950                                 m.pointer_color = face->data_color4f;
1951                         else
1952                         {
1953                                 int i;
1954                                 for (i = 0;i < face->num_vertices;i++)
1955                                 {
1956                                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0];
1957                                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1];
1958                                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2];
1959                                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1960                                 }
1961                                 m.pointer_color = varray_color4f;
1962                         }
1963                 }
1964         }
1965         else
1966         {
1967                 int i;
1968                 for (i = 0;i < face->num_vertices;i++)
1969                 {
1970                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * 2.0f;
1971                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * 2.0f;
1972                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * 2.0f;
1973                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1974                 }
1975                 m.pointer_color = varray_color4f;
1976         }
1977         if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
1978         {
1979                 int i, j;
1980                 float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
1981                 matrix4x4_t matrix1, imatrix1;
1982                 R_Mesh_Matrix(&r_identitymatrix);
1983                 // a single autosprite surface can contain multiple sprites...
1984                 for (j = 0;j < face->num_vertices - 3;j += 4)
1985                 {
1986                         VectorClear(center);
1987                         for (i = 0;i < 4;i++)
1988                                 VectorAdd(center, face->data_vertex3f + (j+i) * 3, center);
1989                         VectorScale(center, 0.25f, center);
1990                         Matrix4x4_Transform(&ent->matrix, center, center2);
1991                         // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
1992                         Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
1993                         Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
1994                         for (i = 0;i < 4;i++)
1995                                 Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
1996                         if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
1997                         {
1998                                 forward[0] = r_vieworigin[0] - center2[0];
1999                                 forward[1] = r_vieworigin[1] - center2[1];
2000                                 forward[2] = 0;
2001                                 VectorNormalize(forward);
2002                                 right[0] = forward[1];
2003                                 right[1] = -forward[0];
2004                                 right[2] = 0;
2005                                 up[0] = 0;
2006                                 up[1] = 0;
2007                                 up[2] = 1;
2008                         }
2009                         else
2010                         {
2011                                 VectorCopy(r_viewforward, forward);
2012                                 VectorCopy(r_viewright, right);
2013                                 VectorCopy(r_viewup, up);
2014                         }
2015                         for (i = 0;i < 4;i++)
2016                                 VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
2017                 }
2018                 m.pointer_vertex = varray_vertex3f;
2019         }
2020         else
2021                 m.pointer_vertex = face->data_vertex3f;
2022         R_Mesh_State(&m);
2023         if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2024                 qglDisable(GL_CULL_FACE);
2025         GL_LockArrays(0, face->num_vertices);
2026         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2027         GL_LockArrays(0, 0);
2028         if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2029                 qglEnable(GL_CULL_FACE);
2030 }
2031
2032 void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
2033 {
2034         int i, texturefaceindex;
2035         rmeshstate_t m;
2036         if (!texturenumfaces)
2037                 return;
2038         c_faces += texturenumfaces;
2039         // transparent surfaces get sorted for later drawing
2040         if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2041         {
2042                 vec3_t facecenter, center;
2043                 // drawing sky transparently would be too difficult
2044                 if (t->surfaceparms & Q3SURFACEPARM_SKY)
2045                         return;
2046                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2047                 {
2048                         q3msurface_t *face = texturefacelist[texturefaceindex];
2049                         facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2050                         facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2051                         facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2052                         Matrix4x4_Transform(&ent->matrix, facecenter, center);
2053                         R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2054                 }
2055                 return;
2056         }
2057         // sky surfaces draw sky if needed and render themselves as a depth mask
2058         if (t->surfaceparms & Q3SURFACEPARM_SKY)
2059         {
2060                 if (skyrendernow)
2061                 {
2062                         skyrendernow = false;
2063                         if (skyrendermasked)
2064                                 R_Sky();
2065                 }
2066                 if (!r_q3bsp_renderskydepth.integer)
2067                         return;
2068
2069                 R_Mesh_Matrix(&ent->matrix);
2070
2071                 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2072                 if (skyrendermasked)
2073                 {
2074                         // depth-only (masking)
2075                         GL_ColorMask(0,0,0,0);
2076                         // just to make sure that braindead drivers don't draw anything
2077                         // despite that colormask...
2078                         GL_BlendFunc(GL_ZERO, GL_ONE);
2079                 }
2080                 else
2081                 {
2082                         // fog sky
2083                         GL_BlendFunc(GL_ONE, GL_ZERO);
2084                 }
2085                 GL_DepthMask(true);
2086                 GL_DepthTest(true);
2087
2088                 memset(&m, 0, sizeof(m));
2089                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2090                 {
2091                         q3msurface_t *face = texturefacelist[texturefaceindex];
2092                         m.pointer_vertex = face->data_vertex3f;
2093                         R_Mesh_State(&m);
2094                         GL_LockArrays(0, face->num_vertices);
2095                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2096                         GL_LockArrays(0, 0);
2097                 }
2098                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
2099                 return;
2100         }
2101         // gl_lightmaps debugging mode skips normal texturing
2102         if (gl_lightmaps.integer)
2103         {
2104                 GL_DepthMask(true);
2105                 GL_DepthTest(true);
2106                 GL_BlendFunc(GL_ONE, GL_ZERO);
2107                 qglDisable(GL_CULL_FACE);
2108                 memset(&m, 0, sizeof(m));
2109                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2110                 {
2111                         q3msurface_t *face = texturefacelist[texturefaceindex];
2112                         m.tex[0] = R_GetTexture(face->lightmaptexture);
2113                         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2114                         if (face->lightmaptexture)
2115                         {
2116                                 GL_Color(1, 1, 1, 1);
2117                                 m.pointer_color = NULL;
2118                         }
2119                         else
2120                                 m.pointer_color = face->data_color4f;
2121                         m.pointer_vertex = face->data_vertex3f;
2122                         R_Mesh_State(&m);
2123                         GL_LockArrays(0, face->num_vertices);
2124                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2125                         GL_LockArrays(0, 0);
2126                 }
2127                 qglEnable(GL_CULL_FACE);
2128                 return;
2129         }
2130         // anything else is a typical wall, lightmap * texture + glow
2131         if (!(ent->flags & RENDER_LIGHT))
2132         {
2133                 GL_DepthMask(true);
2134                 GL_DepthTest(true);
2135                 GL_BlendFunc(GL_ONE, GL_ZERO);
2136                 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
2137                 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2138                         qglDisable(GL_CULL_FACE);
2139                 memset(&m, 0, sizeof(m));
2140                 m.tex[0] = R_GetTexture(t->skin.base);
2141                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2142                 {
2143                         q3msurface_t *face = texturefacelist[texturefaceindex];
2144                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2145                         m.pointer_vertex = face->data_vertex3f;
2146                         R_Mesh_State(&m);
2147                         GL_LockArrays(0, face->num_vertices);
2148                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2149                         GL_LockArrays(0, 0);
2150                 }
2151                 if (t->skin.glow)
2152                 {
2153                         GL_Color(1, 1, 1, 1);
2154                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2155                         GL_DepthMask(false);
2156                         m.tex[0] = R_GetTexture(t->skin.glow);
2157                         for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2158                         {
2159                                 q3msurface_t *face = texturefacelist[texturefaceindex];
2160                                 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2161                                 m.pointer_vertex = face->data_vertex3f;
2162                                 R_Mesh_State(&m);
2163                                 GL_LockArrays(0, face->num_vertices);
2164                                 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2165                                 GL_LockArrays(0, 0);
2166                         }
2167                 }
2168                 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2169                         qglEnable(GL_CULL_FACE);
2170                 return;
2171         }
2172         if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2173                 qglDisable(GL_CULL_FACE);
2174         if (r_lightmapintensity <= 0)
2175         {
2176                 GL_DepthMask(true);
2177                 GL_DepthTest(true);
2178                 GL_BlendFunc(GL_ONE, GL_ZERO);
2179                 GL_Color(0, 0, 0, 1);
2180                 memset(&m, 0, sizeof(m));
2181                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2182                 {
2183                         q3msurface_t *face = texturefacelist[texturefaceindex];
2184                         m.pointer_vertex = face->data_vertex3f;
2185                         R_Mesh_State(&m);
2186                         GL_LockArrays(0, face->num_vertices);
2187                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2188                         GL_LockArrays(0, 0);
2189                 }
2190         }
2191         else if (r_textureunits.integer >= 2 && gl_combine.integer)
2192         {
2193                 // dualtexture combine
2194                 GL_DepthMask(true);
2195                 GL_DepthTest(true);
2196                 GL_BlendFunc(GL_ONE, GL_ZERO);
2197                 memset(&m, 0, sizeof(m));
2198                 m.tex[0] = R_GetTexture(t->skin.base);
2199                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2200                 {
2201                         q3msurface_t *face = texturefacelist[texturefaceindex];
2202                         m.tex[1] = R_GetTexture(face->lightmaptexture);
2203                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2204                         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2205                         m.texrgbscale[1] = 2;
2206                         if (face->lightmaptexture)
2207                         {
2208                                 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
2209                                 m.pointer_color = NULL;
2210                         }
2211                         else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
2212                                 m.pointer_color = face->data_color4f;
2213                         else
2214                         {
2215                                 m.pointer_color = varray_color4f;
2216                                 for (i = 0;i < face->num_vertices;i++)
2217                                 {
2218                                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
2219                                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
2220                                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
2221                                         varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2222                                 }
2223                         }
2224                         m.pointer_vertex = face->data_vertex3f;
2225                         R_Mesh_State(&m);
2226                         GL_LockArrays(0, face->num_vertices);
2227                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2228                         GL_LockArrays(0, 0);
2229                 }
2230         }
2231         else
2232         {
2233                 // single texture
2234                 GL_DepthMask(true);
2235                 GL_DepthTest(true);
2236                 GL_BlendFunc(GL_ONE, GL_ZERO);
2237                 memset(&m, 0, sizeof(m));
2238                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2239                 {
2240                         q3msurface_t *face = texturefacelist[texturefaceindex];
2241                         m.tex[0] = R_GetTexture(face->lightmaptexture);
2242                         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2243                         if (face->lightmaptexture)
2244                                 m.pointer_color = NULL;
2245                         else
2246                                 m.pointer_color = face->data_color4f;
2247                         m.pointer_vertex = face->data_vertex3f;
2248                         R_Mesh_State(&m);
2249                         GL_LockArrays(0, face->num_vertices);
2250                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2251                         GL_LockArrays(0, 0);
2252                 }
2253                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2254                 GL_DepthMask(false);
2255                 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
2256                 memset(&m, 0, sizeof(m));
2257                 m.tex[0] = R_GetTexture(t->skin.base);
2258                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2259                 {
2260                         q3msurface_t *face = texturefacelist[texturefaceindex];
2261                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2262                         m.pointer_vertex = face->data_vertex3f;
2263                         R_Mesh_State(&m);
2264                         GL_LockArrays(0, face->num_vertices);
2265                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2266                         GL_LockArrays(0, 0);
2267                 }
2268         }
2269         if (r_ambient.value)
2270         {
2271                 GL_BlendFunc(GL_ONE, GL_ONE);
2272                 GL_DepthMask(false);
2273                 GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
2274                 memset(&m, 0, sizeof(m));
2275                 m.tex[0] = R_GetTexture(t->skin.base);
2276                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2277                 {
2278                         q3msurface_t *face = texturefacelist[texturefaceindex];
2279                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2280                         m.pointer_vertex = face->data_vertex3f;
2281                         R_Mesh_State(&m);
2282                         GL_LockArrays(0, face->num_vertices);
2283                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2284                         GL_LockArrays(0, 0);
2285                 }
2286         }
2287         if (t->skin.glow)
2288         {
2289                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2290                 GL_DepthMask(false);
2291                 GL_Color(1, 1, 1, 1);
2292                 memset(&m, 0, sizeof(m));
2293                 m.tex[0] = R_GetTexture(t->skin.glow);
2294                 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2295                 {
2296                         q3msurface_t *face = texturefacelist[texturefaceindex];
2297                         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
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         if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2306                 qglEnable(GL_CULL_FACE);
2307 }
2308
2309 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
2310 {
2311         int i, ti, flagsmask, flags;
2312         q3msurface_t *face;
2313         model_t *model;
2314         q3mtexture_t *t;
2315         const int maxfaces = 1024;
2316         int numfaces = 0;
2317         q3msurface_t *facelist[1024];
2318         R_Mesh_Matrix(&ent->matrix);
2319         model = ent->model;
2320         flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
2321         if (skyfaces)
2322                 flags = Q3SURFACEFLAG_SKY;
2323         else
2324                 flags = 0;
2325         if (ent == r_refdef.worldentity)
2326         {
2327                 int j;
2328                 q3mleaf_t *leaf;
2329                 R_Surf_ClearSurfaceVisible(r_refdef.worldmodel->brushq3.num_faces);
2330                 for (j = 0, leaf = r_refdef.worldmodel->brushq3.data_leafs;j < r_refdef.worldmodel->brushq3.num_leafs;j++, leaf++)
2331                 {
2332                         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
2333                         {
2334                                 c_leafs++;
2335                                 for (i = 0;i < leaf->numleaffaces;i++)
2336                                         r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
2337                         }
2338                 }
2339                 for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
2340                 {
2341                         if ((t->surfaceflags & flagsmask) == flags)
2342                         {
2343                                 numfaces = 0;
2344                                 for (i = 0;i < t->numfaces;i++)
2345                                 {
2346                                         if (r_surf_surfacevisible[t->facenumlist[i]])
2347                                         {
2348                                                 face = t->facelist[i];
2349                                                 if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
2350                                                 {
2351                                                         if (numfaces >= maxfaces)
2352                                                         {
2353                                                                 if (numfaces)
2354                                                                         R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2355                                                                 numfaces = 0;
2356                                                         }
2357                                                         facelist[numfaces++] = face;
2358                                                 }
2359                                         }
2360                                 }
2361                                 if (numfaces)
2362                                         R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2363                         }
2364                 }
2365         }
2366         else
2367         {
2368                 t = NULL;
2369                 numfaces = 0;
2370                 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2371                 {
2372                         if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
2373                         {                                                     
2374                                 if (t != face->texture || numfaces >= maxfaces)
2375                                 {
2376                                         if (numfaces)
2377                                                 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2378                                         numfaces = 0;
2379                                         t = face->texture;
2380                                 }
2381                                 facelist[numfaces++] = face;
2382                         }
2383                 }
2384                 if (numfaces)
2385                         R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2386         }
2387 }
2388
2389 void R_Q3BSP_DrawSky(entity_render_t *ent)
2390 {
2391         if (r_drawcollisionbrushes.integer < 2)
2392                 R_Q3BSP_DrawFaces(ent, true);
2393 }
2394
2395 void R_Q3BSP_Draw(entity_render_t *ent)
2396 {
2397         if (r_drawcollisionbrushes.integer < 2)
2398                 R_Q3BSP_DrawFaces(ent, false);
2399         if (r_drawcollisionbrushes.integer >= 1)
2400         {
2401                 int i;
2402                 model_t *model = ent->model;
2403                 q3msurface_t *face;
2404                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2405                 GL_DepthMask(false);
2406                 GL_DepthTest(true);
2407                 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2408                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2409                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2410                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2411                 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2412                         if (face->num_collisiontriangles)
2413                                 R_Q3BSP_DrawCollisionFace(ent, face);
2414                 qglPolygonOffset(0, 0);
2415         }
2416 }
2417
2418 void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
2419 {
2420         model_t *model = ent->model;
2421         vec3_t lightmins, lightmaxs;
2422         int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2423         const int *e;
2424         const float *v[3];
2425         q3msurface_t *surface;
2426         q3mleaf_t *leaf;
2427         const qbyte *pvs;
2428         lightmins[0] = relativelightorigin[0] - lightradius;
2429         lightmins[1] = relativelightorigin[1] - lightradius;
2430         lightmins[2] = relativelightorigin[2] - lightradius;
2431         lightmaxs[0] = relativelightorigin[0] + lightradius;
2432         lightmaxs[1] = relativelightorigin[1] + lightradius;
2433         lightmaxs[2] = relativelightorigin[2] + lightradius;
2434         *outnumclusterspointer = 0;
2435         *outnumsurfacespointer = 0;
2436         memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2437         memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2438         if (model == NULL)
2439         {
2440                 VectorCopy(lightmins, outmins);
2441                 VectorCopy(lightmaxs, outmaxs);
2442                 return;
2443         }
2444         VectorCopy(relativelightorigin, outmins);
2445         VectorCopy(relativelightorigin, outmaxs);
2446         if (model->brush.GetPVS)
2447                 pvs = model->brush.GetPVS(model, relativelightorigin);
2448         else
2449                 pvs = NULL;
2450         // FIXME: use BSP recursion as lights are often small
2451         for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2452         {
2453                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2454                 {
2455                         outmins[0] = min(outmins[0], leaf->mins[0]);
2456                         outmins[1] = min(outmins[1], leaf->mins[1]);
2457                         outmins[2] = min(outmins[2], leaf->mins[2]);
2458                         outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2459                         outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2460                         outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2461                         if (outclusterpvs)
2462                         {
2463                                 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2464                                 {
2465                                         SETPVSBIT(outclusterpvs, leaf->clusterindex);
2466                                         outclusterlist[outnumclusters++] = leaf->clusterindex;
2467                                 }
2468                         }
2469                         if (outsurfacepvs)
2470                         {
2471                                 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2472                                 {
2473                                         surface = leaf->firstleafface[marksurfaceindex];
2474                                         surfaceindex = surface - model->brushq3.data_faces;
2475                                         if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2476                                         {
2477                                                 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
2478                                                 {
2479                                                         if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2480                                                         {
2481                                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2482                                                                 {
2483                                                                         v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2484                                                                         v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2485                                                                         v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2486                                                                         if (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])))
2487                                                                         {
2488                                                                                 SETPVSBIT(outsurfacepvs, surfaceindex);
2489                                                                                 outsurfacelist[outnumsurfaces++] = surfaceindex;
2490                                                                                 break;
2491                                                                         }
2492                                                                 }
2493                                                         }
2494                                                         else
2495                                                         {
2496                                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2497                                                                 {
2498                                                                         v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2499                                                                         v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2500                                                                         v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2501                                                                         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])))
2502                                                                         {
2503                                                                                 SETPVSBIT(outsurfacepvs, surfaceindex);
2504                                                                                 outsurfacelist[outnumsurfaces++] = surfaceindex;
2505                                                                                 break;
2506                                                                         }
2507                                                                 }
2508                                                         }
2509                                                 }
2510                                         }
2511                                 }
2512                         }
2513                 }
2514         }
2515
2516         // limit combined leaf box to light boundaries
2517         outmins[0] = max(outmins[0], lightmins[0]);
2518         outmins[1] = max(outmins[1], lightmins[1]);
2519         outmins[2] = max(outmins[2], lightmins[2]);
2520         outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2521         outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2522         outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2523
2524         *outnumclusterspointer = outnumclusters;
2525         *outnumsurfacespointer = outnumsurfaces;
2526 }
2527
2528 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2529 {
2530         model_t *model = ent->model;
2531         vec3_t lightmins, lightmaxs;
2532         q3msurface_t *surface;
2533         int surfacelistindex;
2534         if (r_drawcollisionbrushes.integer < 2)
2535         {
2536                 lightmins[0] = relativelightorigin[0] - lightradius;
2537                 lightmins[1] = relativelightorigin[1] - lightradius;
2538                 lightmins[2] = relativelightorigin[2] - lightradius;
2539                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2540                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2541                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2542                 R_Mesh_Matrix(&ent->matrix);
2543                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2544                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2545                 {
2546                         surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2547                         // FIXME: check some manner of face->rendermode here?
2548                         if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
2549                                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
2550                 }
2551                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2552         }
2553 }
2554
2555 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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
2556 {
2557         model_t *model = ent->model;
2558         vec3_t lightmins, lightmaxs, modelorg;
2559         q3msurface_t *surface;
2560         int surfacelistindex;
2561         if (r_drawcollisionbrushes.integer < 2)
2562         {
2563                 lightmins[0] = relativelightorigin[0] - lightradius;
2564                 lightmins[1] = relativelightorigin[1] - lightradius;
2565                 lightmins[2] = relativelightorigin[2] - lightradius;
2566                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2567                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2568                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2569                 R_Mesh_Matrix(&ent->matrix);
2570                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2571                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2572                 {
2573                         surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2574                         if (r_shadow_compilingrtlight)
2575                         {
2576                                 // if compiling an rtlight, capture the mesh
2577                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
2578                         }
2579                         else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2580                         {
2581                                 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2582                                         qglDisable(GL_CULL_FACE);
2583                                 R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
2584                                 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2585                                         qglEnable(GL_CULL_FACE);
2586                         }
2587                 }
2588         }
2589 }
2590
2591 static void gl_surf_start(void)
2592 {
2593         r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
2594         r_surf_surfacevisiblelimit = 65536;
2595         r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
2596 }
2597
2598 static void gl_surf_shutdown(void)
2599 {
2600         r_surf_surfacevisiblelimit = 0;
2601         r_surf_surfacevisible = NULL;
2602         Mem_FreePool(&r_surf_mempool);
2603 }
2604
2605 static void gl_surf_newmap(void)
2606 {
2607 }
2608
2609 void GL_Surf_Init(void)
2610 {
2611         int i;
2612         dlightdivtable[0] = 4194304;
2613         for (i = 1;i < 32768;i++)
2614                 dlightdivtable[i] = 4194304 / (i << 7);
2615
2616         Cvar_RegisterVariable(&r_ambient);
2617         Cvar_RegisterVariable(&r_drawportals);
2618         Cvar_RegisterVariable(&r_testvis);
2619         Cvar_RegisterVariable(&r_floatbuildlightmap);
2620         Cvar_RegisterVariable(&r_detailtextures);
2621         Cvar_RegisterVariable(&r_surfaceworldnode);
2622         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2623         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2624         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2625         Cvar_RegisterVariable(&gl_lightmaps);
2626
2627         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2628 }
2629