]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rsurf.c
md3 flags support (blood trails, etc)
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24
25 #define MAX_LIGHTMAP_SIZE 256
26
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
29
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
31
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
39
40 static int dlightdivtable[32768];
41
42 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
43 {
44         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
45         unsigned int *bl;
46         float dist, impact[3], local[3];
47
48         lit = false;
49
50         smax = (surf->extents[0] >> 4) + 1;
51         tmax = (surf->extents[1] >> 4) + 1;
52         smax3 = smax * 3;
53
54         for (lnum = 0; lnum < r_numdlights; lnum++)
55         {
56                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
57                         continue;                                       // not lit by this light
58
59                 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
60                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
61
62                 // for comparisons to minimum acceptable light
63                 // compensate for LIGHTOFFSET
64                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
65
66                 dist2 = dist * dist;
67                 dist2 += LIGHTOFFSET;
68                 if (dist2 >= maxdist)
69                         continue;
70
71                 if (surf->plane->type < 3)
72                 {
73                         VectorCopy(local, impact);
74                         impact[surf->plane->type] -= dist;
75                 }
76                 else
77                 {
78                         impact[0] = local[0] - surf->plane->normal[0] * dist;
79                         impact[1] = local[1] - surf->plane->normal[1] * dist;
80                         impact[2] = local[2] - surf->plane->normal[2] * dist;
81                 }
82
83                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
84                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
85
86                 s = bound(0, impacts, smax * 16) - impacts;
87                 t = bound(0, impactt, tmax * 16) - impactt;
88                 i = s * s + t * t + dist2;
89                 if (i > maxdist)
90                         continue;
91
92                 // reduce calculations
93                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
94                         sdtable[s] = i * i + dist2;
95
96                 maxdist3 = maxdist - dist2;
97
98                 // convert to 8.8 blocklights format
99                 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
100                 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
101                 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
102                 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
103                 bl = intblocklights;
104
105                 i = impactt;
106                 for (t = 0;t < tmax;t++, i -= 16)
107                 {
108                         td = i * i;
109                         // make sure some part of it is visible on this line
110                         if (td < maxdist3)
111                         {
112                                 maxdist2 = maxdist - td;
113                                 for (s = 0;s < smax;s++)
114                                 {
115                                         if (sdtable[s] < maxdist2)
116                                         {
117                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
118                                                 if (k > 0)
119                                                 {
120                                                         bl[0] += (red   * k);
121                                                         bl[1] += (green * k);
122                                                         bl[2] += (blue  * k);
123                                                         lit = true;
124                                                 }
125                                         }
126                                         bl += 3;
127                                 }
128                         }
129                         else // skip line
130                                 bl += smax3;
131                 }
132         }
133         return lit;
134 }
135
136 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
137 {
138         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
139         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
140
141         lit = false;
142
143         smax = (surf->extents[0] >> 4) + 1;
144         tmax = (surf->extents[1] >> 4) + 1;
145         smax3 = smax * 3;
146
147         for (lnum = 0; lnum < r_numdlights; lnum++)
148         {
149                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
150                         continue;                                       // not lit by this light
151
152                 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
153                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
154
155                 // for comparisons to minimum acceptable light
156                 // compensate for LIGHTOFFSET
157                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
158
159                 dist2 = dist * dist;
160                 dist2 += LIGHTOFFSET;
161                 if (dist2 >= maxdist)
162                         continue;
163
164                 if (surf->plane->type < 3)
165                 {
166                         VectorCopy(local, impact);
167                         impact[surf->plane->type] -= dist;
168                 }
169                 else
170                 {
171                         impact[0] = local[0] - surf->plane->normal[0] * dist;
172                         impact[1] = local[1] - surf->plane->normal[1] * dist;
173                         impact[2] = local[2] - surf->plane->normal[2] * dist;
174                 }
175
176                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
177                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
178
179                 td = bound(0, impacts, smax * 16) - impacts;
180                 td1 = bound(0, impactt, tmax * 16) - impactt;
181                 td = td * td + td1 * td1 + dist2;
182                 if (td > maxdist)
183                         continue;
184
185                 // reduce calculations
186                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
187                         sdtable[s] = td1 * td1 + dist2;
188
189                 maxdist3 = maxdist - dist2;
190
191                 // convert to 8.8 blocklights format
192                 red = r_dlight[lnum].light[0];
193                 green = r_dlight[lnum].light[1];
194                 blue = r_dlight[lnum].light[2];
195                 subtract = r_dlight[lnum].subtract * 32768.0f;
196                 bl = floatblocklights;
197
198                 td1 = impactt;
199                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
200                 {
201                         td = td1 * td1;
202                         // make sure some part of it is visible on this line
203                         if (td < maxdist3)
204                         {
205                                 maxdist2 = maxdist - td;
206                                 for (s = 0;s < smax;s++)
207                                 {
208                                         if (sdtable[s] < maxdist2)
209                                         {
210                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
211                                                 bl[0] += red   * k;
212                                                 bl[1] += green * k;
213                                                 bl[2] += blue  * k;
214                                                 lit = true;
215                                         }
216                                         bl += 3;
217                                 }
218                         }
219                         else // skip line
220                                 bl += smax3;
221                 }
222         }
223         return lit;
224 }
225
226 /*
227 ===============
228 R_BuildLightMap
229
230 Combine and scale multiple lightmaps into the 8.8 format in blocklights
231 ===============
232 */
233 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
234 {
235         if (!r_floatbuildlightmap.integer)
236         {
237                 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
238                 unsigned int *bl, scale;
239                 qbyte *lightmap, *out, *stain;
240
241                 // update cached lighting info
242                 surf->cached_dlight = 0;
243
244                 smax = (surf->extents[0]>>4)+1;
245                 tmax = (surf->extents[1]>>4)+1;
246                 size = smax*tmax;
247                 size3 = size*3;
248                 lightmap = surf->samples;
249
250         // set to full bright if no light data
251                 bl = intblocklights;
252                 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
253                 {
254                         for (i = 0;i < size3;i++)
255                                 bl[i] = 255*256;
256                 }
257                 else
258                 {
259         // clear to no light
260                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
261                         if (j)
262                         {
263                                 for (i = 0;i < size3;i++)
264                                         *bl++ = j;
265                         }
266                         else
267                                 memset(bl, 0, size*3*sizeof(unsigned int));
268
269                         if (surf->dlightframe == r_framecount)
270                         {
271                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
272                                 if (surf->cached_dlight)
273                                         c_light_polys++;
274                         }
275
276         // add all the lightmaps
277                         if (lightmap)
278                         {
279                                 bl = intblocklights;
280                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
281                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
282                                                 bl[i] += lightmap[i] * scale;
283                         }
284                 }
285
286                 stain = surf->stainsamples;
287                 bl = intblocklights;
288                 out = templight;
289                 // deal with lightmap brightness scale
290                 shift = 7 + r_lightmapscalebit + 8;
291                 if (ent->model->brushq1.lightmaprgba)
292                 {
293                         stride = (surf->lightmaptexturestride - smax) * 4;
294                         for (i = 0;i < tmax;i++, out += stride)
295                         {
296                                 for (j = 0;j < smax;j++)
297                                 {
298                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
299                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
300                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
301                                         *out++ = 255;
302                                 }
303                         }
304                 }
305                 else
306                 {
307                         stride = (surf->lightmaptexturestride - smax) * 3;
308                         for (i = 0;i < tmax;i++, out += stride)
309                         {
310                                 for (j = 0;j < smax;j++)
311                                 {
312                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
313                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
314                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
315                                 }
316                         }
317                 }
318
319                 R_UpdateTexture(surf->lightmaptexture, templight);
320         }
321         else
322         {
323                 int smax, tmax, i, j, size, size3, maps, stride, l;
324                 float *bl, scale;
325                 qbyte *lightmap, *out, *stain;
326
327                 // update cached lighting info
328                 surf->cached_dlight = 0;
329
330                 smax = (surf->extents[0]>>4)+1;
331                 tmax = (surf->extents[1]>>4)+1;
332                 size = smax*tmax;
333                 size3 = size*3;
334                 lightmap = surf->samples;
335
336         // set to full bright if no light data
337                 bl = floatblocklights;
338                 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
339                         j = 255*256;
340                 else
341                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
342
343                 // clear to no light
344                 if (j)
345                 {
346                         for (i = 0;i < size3;i++)
347                                 *bl++ = j;
348                 }
349                 else
350                         memset(bl, 0, size*3*sizeof(float));
351
352                 if (surf->dlightframe == r_framecount)
353                 {
354                         surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
355                         if (surf->cached_dlight)
356                                 c_light_polys++;
357                 }
358
359                 // add all the lightmaps
360                 if (lightmap)
361                 {
362                         bl = floatblocklights;
363                         for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
364                                 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
365                                         bl[i] += lightmap[i] * scale;
366                 }
367
368                 stain = surf->stainsamples;
369                 bl = floatblocklights;
370                 out = templight;
371                 // deal with lightmap brightness scale
372                 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
373                 if (ent->model->brushq1.lightmaprgba)
374                 {
375                         stride = (surf->lightmaptexturestride - smax) * 4;
376                         for (i = 0;i < tmax;i++, out += stride)
377                         {
378                                 for (j = 0;j < smax;j++)
379                                 {
380                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
381                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
382                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
383                                         *out++ = 255;
384                                 }
385                         }
386                 }
387                 else
388                 {
389                         stride = (surf->lightmaptexturestride - smax) * 3;
390                         for (i = 0;i < tmax;i++, out += stride)
391                         {
392                                 for (j = 0;j < smax;j++)
393                                 {
394                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
395                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
396                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
397                                 }
398                         }
399                 }
400
401                 R_UpdateTexture(surf->lightmaptexture, templight);
402         }
403 }
404
405 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
406 {
407         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
408         msurface_t *surf, *endsurf;
409         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
410         qbyte *bl;
411         vec3_t impact;
412
413         maxdist = radius * radius;
414         invradius = 1.0f / radius;
415
416 loc0:
417         if (node->contents < 0)
418                 return;
419         ndist = PlaneDiff(origin, node->plane);
420         if (ndist > radius)
421         {
422                 node = node->children[0];
423                 goto loc0;
424         }
425         if (ndist < -radius)
426         {
427                 node = node->children[1];
428                 goto loc0;
429         }
430
431         dist2 = ndist * ndist;
432         maxdist3 = maxdist - dist2;
433
434         if (node->plane->type < 3)
435         {
436                 VectorCopy(origin, impact);
437                 impact[node->plane->type] -= ndist;
438         }
439         else
440         {
441                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
442                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
443                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
444         }
445
446         for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
447         {
448                 if (surf->stainsamples)
449                 {
450                         smax = (surf->extents[0] >> 4) + 1;
451                         tmax = (surf->extents[1] >> 4) + 1;
452
453                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
454                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
455
456                         s = bound(0, impacts, smax * 16) - impacts;
457                         t = bound(0, impactt, tmax * 16) - impactt;
458                         i = s * s + t * t + dist2;
459                         if (i > maxdist)
460                                 continue;
461
462                         // reduce calculations
463                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
464                                 sdtable[s] = i * i + dist2;
465
466                         bl = surf->stainsamples;
467                         smax3 = smax * 3;
468                         stained = false;
469
470                         i = impactt;
471                         for (t = 0;t < tmax;t++, i -= 16)
472                         {
473                                 td = i * i;
474                                 // make sure some part of it is visible on this line
475                                 if (td < maxdist3)
476                                 {
477                                         maxdist2 = maxdist - td;
478                                         for (s = 0;s < smax;s++)
479                                         {
480                                                 if (sdtable[s] < maxdist2)
481                                                 {
482                                                         ratio = lhrandom(0.0f, 1.0f);
483                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
484                                                         if (a >= (1.0f / 64.0f))
485                                                         {
486                                                                 if (a > 1)
487                                                                         a = 1;
488                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
489                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
490                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
491                                                                 stained = true;
492                                                         }
493                                                 }
494                                                 bl += 3;
495                                         }
496                                 }
497                                 else // skip line
498                                         bl += smax3;
499                         }
500                         // force lightmap upload
501                         if (stained)
502                                 surf->cached_dlight = true;
503                 }
504         }
505
506         if (node->children[0]->contents >= 0)
507         {
508                 if (node->children[1]->contents >= 0)
509                 {
510                         R_StainNode(node->children[0], model, origin, radius, fcolor);
511                         node = node->children[1];
512                         goto loc0;
513                 }
514                 else
515                 {
516                         node = node->children[0];
517                         goto loc0;
518                 }
519         }
520         else if (node->children[1]->contents >= 0)
521         {
522                 node = node->children[1];
523                 goto loc0;
524         }
525 }
526
527 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)
528 {
529         int n;
530         float fcolor[8];
531         entity_render_t *ent;
532         model_t *model;
533         vec3_t org;
534         if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
535                 return;
536         fcolor[0] = cr1;
537         fcolor[1] = cg1;
538         fcolor[2] = cb1;
539         fcolor[3] = ca1 * (1.0f / 64.0f);
540         fcolor[4] = cr2 - cr1;
541         fcolor[5] = cg2 - cg1;
542         fcolor[6] = cb2 - cb1;
543         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
544
545         R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
546
547         // look for embedded bmodels
548         for (n = 0;n < cl_num_brushmodel_entities;n++)
549         {
550                 ent = cl_brushmodel_entities[n];
551                 model = ent->model;
552                 if (model && model->name[0] == '*')
553                 {
554                         Mod_CheckLoaded(model);
555                         if (model->brushq1.nodes)
556                         {
557                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
558                                 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
559                         }
560                 }
561         }
562 }
563
564
565 /*
566 =============================================================
567
568         BRUSH MODELS
569
570 =============================================================
571 */
572
573 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
574 {
575         int i;
576         float scale;
577         const qbyte *lm;
578         if (styles[0] != 255)
579         {
580                 for (i = 0;i < numverts;i++, c += 4)
581                 {
582                         lm = samples + lightmapoffsets[i];
583                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
584                         VectorMA(c, scale, lm, c);
585                         if (styles[1] != 255)
586                         {
587                                 lm += size3;
588                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
589                                 VectorMA(c, scale, lm, c);
590                                 if (styles[2] != 255)
591                                 {
592                                         lm += size3;
593                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
594                                         VectorMA(c, scale, lm, c);
595                                         if (styles[3] != 255)
596                                         {
597                                                 lm += size3;
598                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
599                                                 VectorMA(c, scale, lm, c);
600                                         }
601                                 }
602                         }
603                 }
604         }
605 }
606
607 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
608 {
609         int i;
610         float diff[3], f;
611         if (fogenabled)
612         {
613                 for (i = 0;i < numverts;i++, v += 3, c += 4)
614                 {
615                         VectorSubtract(v, modelorg, diff);
616                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
617                         VectorScale(c, f, c);
618                 }
619         }
620         else if (colorscale != 1)
621                 for (i = 0;i < numverts;i++, c += 4)
622                         VectorScale(c, colorscale, c);
623 }
624
625 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)
626 {
627         int i;
628         float diff[3], f;
629         r *= colorscale;
630         g *= colorscale;
631         b *= colorscale;
632         if (fogenabled)
633         {
634                 for (i = 0;i < numverts;i++, v += 3, c += 4)
635                 {
636                         VectorSubtract(v, modelorg, diff);
637                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
638                         c[0] = r * f;
639                         c[1] = g * f;
640                         c[2] = b * f;
641                         c[3] = a;
642                 }
643         }
644         else
645         {
646                 for (i = 0;i < numverts;i++, c += 4)
647                 {
648                         c[0] = r;
649                         c[1] = g;
650                         c[2] = b;
651                         c[3] = a;
652                 }
653         }
654 }
655
656 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)
657 {
658         int i;
659         float diff[3], f;
660         r *= colorscale;
661         g *= colorscale;
662         b *= colorscale;
663         for (i = 0;i < numverts;i++, v += 3, c += 4)
664         {
665                 VectorSubtract(v, modelorg, diff);
666                 f = exp(fogdensity/DotProduct(diff, diff));
667                 c[0] = r;
668                 c[1] = g;
669                 c[2] = b;
670                 c[3] = a * f;
671         }
672 }
673
674 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
675 {
676         float f;
677         const float *v;
678         float *c;
679         int i, l, lit = false;
680         const rdlight_t *rd;
681         vec3_t lightorigin;
682         for (l = 0;l < r_numdlights;l++)
683         {
684                 if (dlightbits[l >> 5] & (1 << (l & 31)))
685                 {
686                         rd = &r_dlight[l];
687                         Matrix4x4_Transform(matrix, rd->origin, lightorigin);
688                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
689                         {
690                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
691                                 if (f < rd->cullradius2)
692                                 {
693                                         f = ((1.0f / f) - rd->subtract) * scale;
694                                         VectorMA(c, f, rd->light, c);
695                                         lit = true;
696                                 }
697                         }
698                 }
699         }
700         return lit;
701 }
702
703 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
704 {
705         const msurface_t *surf;
706         rmeshstate_t m;
707
708         // LordHavoc: HalfLife maps have freaky skypolys...
709         if (ent->model->brush.ishlbsp)
710                 return;
711
712         if (skyrendernow)
713         {
714                 skyrendernow = false;
715                 if (skyrendermasked)
716                         R_Sky();
717         }
718
719         R_Mesh_Matrix(&ent->matrix);
720
721         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
722         if (skyrendermasked)
723         {
724                 // depth-only (masking)
725                 qglColorMask(0,0,0,0);
726                 // just to make sure that braindead drivers don't draw anything
727                 // despite that colormask...
728                 GL_BlendFunc(GL_ZERO, GL_ONE);
729         }
730         else
731         {
732                 // fog sky
733                 GL_BlendFunc(GL_ONE, GL_ZERO);
734         }
735         GL_DepthMask(true);
736         GL_DepthTest(true);
737
738         memset(&m, 0, sizeof(m));
739         R_Mesh_State_Texture(&m);
740
741         while((surf = *surfchain++) != NULL)
742         {
743                 if (surf->visframe == r_framecount)
744                 {
745                         GL_VertexPointer(surf->mesh.data_vertex3f);
746                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
747                 }
748         }
749         qglColorMask(1,1,1,1);
750 }
751
752 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
753 {
754         const entity_render_t *ent = calldata1;
755         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
756         rmeshstate_t m;
757         float alpha;
758         float modelorg[3];
759         texture_t *texture;
760         matrix4x4_t tempmatrix;
761         float   args[4] = {0.05f,0,0,0.04f};
762
763         if (gl_textureshader && r_watershader.value && !fogenabled)
764         {
765                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
766                 R_Mesh_TextureMatrix(1, &tempmatrix);
767                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
768                 R_Mesh_TextureMatrix(0, &tempmatrix);
769         }
770         else if (r_waterscroll.value)
771         {
772                 // scrolling in texture matrix
773                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
774                 R_Mesh_TextureMatrix(0, &tempmatrix);
775         }
776
777         R_Mesh_Matrix(&ent->matrix);
778         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
779
780         memset(&m, 0, sizeof(m));
781         texture = surf->texinfo->texture->currentframe;
782         alpha = texture->currentalpha;
783         if (texture->rendertype == SURFRENDER_ADD)
784         {
785                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
786                 GL_DepthMask(false);
787         }
788         else if (texture->rendertype == SURFRENDER_ALPHA)
789         {
790                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
791                 GL_DepthMask(false);
792         }
793         else
794         {
795                 GL_BlendFunc(GL_ONE, GL_ZERO);
796                 GL_DepthMask(true);
797         }
798         if (gl_textureshader && r_watershader.value && !fogenabled)
799         {
800                 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
801                 m.tex[1] = R_GetTexture(texture->skin.base);
802         }
803         else
804                 m.tex[0] = R_GetTexture(texture->skin.base);
805         GL_DepthTest(true);
806         if (fogenabled)
807                 GL_ColorPointer(varray_color4f);
808         else
809                 GL_Color(1, 1, 1, alpha);
810         if (gl_textureshader && r_watershader.value && !fogenabled)
811         {
812                 GL_ActiveTexture (0);
813                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
814                 GL_ActiveTexture (1);
815                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
816                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
817                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
818                 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
819                 qglEnable (GL_TEXTURE_SHADER_NV);
820         }
821
822         GL_VertexPointer(surf->mesh.data_vertex3f);
823         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
824         m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
825         m.texcombinergb[1] = GL_REPLACE;
826         R_Mesh_State_Texture(&m);
827         if (fogenabled)
828         {
829                 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
830                 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
831         }
832         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
833
834         if (gl_textureshader && r_watershader.value && !fogenabled)
835         {
836                 qglDisable (GL_TEXTURE_SHADER_NV);
837                 GL_ActiveTexture (0);
838         }
839
840         if (fogenabled)
841         {
842                 memset(&m, 0, sizeof(m));
843                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
844                 GL_DepthMask(false);
845                 GL_DepthTest(true);
846                 m.tex[0] = R_GetTexture(texture->skin.fog);
847                 GL_VertexPointer(surf->mesh.data_vertex3f);
848                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
849                 GL_ColorPointer(varray_color4f);
850                 R_Mesh_State_Texture(&m);
851                 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
852                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
853         }
854
855         if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
856         {
857                 Matrix4x4_CreateIdentity(&tempmatrix);
858                 R_Mesh_TextureMatrix(0, &tempmatrix);
859                 R_Mesh_TextureMatrix(1, &tempmatrix);
860         }
861 }
862
863 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
864 {
865         const msurface_t *surf;
866         msurface_t **chain;
867         vec3_t center;
868         if (texture->rendertype != SURFRENDER_OPAQUE)
869         {
870                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
871                 {
872                         if (surf->visframe == r_framecount)
873                         {
874                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
875                                 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
876                         }
877                 }
878         }
879         else
880                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
881                         if (surf->visframe == r_framecount)
882                                 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
883 }
884
885 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
886 {
887         float base, colorscale;
888         rmeshstate_t m;
889         float modelorg[3];
890         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
891         memset(&m, 0, sizeof(m));
892         if (rendertype == SURFRENDER_ADD)
893         {
894                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
895                 GL_DepthMask(false);
896         }
897         else if (rendertype == SURFRENDER_ALPHA)
898         {
899                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
900                 GL_DepthMask(false);
901         }
902         else
903         {
904                 GL_BlendFunc(GL_ONE, GL_ZERO);
905                 GL_DepthMask(true);
906         }
907         m.tex[0] = R_GetTexture(texture->skin.base);
908         colorscale = 1;
909         if (gl_combine.integer)
910         {
911                 m.texrgbscale[0] = 4;
912                 colorscale *= 0.25f;
913         }
914         base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
915         GL_DepthTest(true);
916         GL_ColorPointer(varray_color4f);
917
918         GL_VertexPointer(surf->mesh.data_vertex3f);
919         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
920         R_Mesh_State_Texture(&m);
921         R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
922         if (!(ent->effects & EF_FULLBRIGHT))
923         {
924                 if (surf->dlightframe == r_framecount)
925                         RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
926                 if (surf->flags & SURF_LIGHTMAP)
927                         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);
928         }
929         RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
930         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
931 }
932
933 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
934 {
935         rmeshstate_t m;
936         float modelorg[3];
937         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
938         memset(&m, 0, sizeof(m));
939         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
940         GL_DepthMask(false);
941         GL_DepthTest(true);
942         m.tex[0] = R_GetTexture(texture->skin.glow);
943         GL_ColorPointer(varray_color4f);
944
945         GL_VertexPointer(surf->mesh.data_vertex3f);
946         if (m.tex[0])
947                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
948         R_Mesh_State_Texture(&m);
949         RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
950         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
951 }
952
953 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
954 {
955         rmeshstate_t m;
956         float modelorg[3];
957         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
958         memset(&m, 0, sizeof(m));
959         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
960         GL_DepthMask(false);
961         GL_DepthTest(true);
962         m.tex[0] = R_GetTexture(texture->skin.fog);
963         GL_ColorPointer(varray_color4f);
964
965         GL_VertexPointer(surf->mesh.data_vertex3f);
966         if (m.tex[0])
967                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
968         R_Mesh_State_Texture(&m);
969         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
970         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
971 }
972
973 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
974 {
975         const msurface_t *surf;
976         rmeshstate_t m;
977         int lightmaptexturenum;
978         float cl;
979         memset(&m, 0, sizeof(m));
980         GL_BlendFunc(GL_ONE, GL_ZERO);
981         GL_DepthMask(true);
982         GL_DepthTest(true);
983         m.tex[0] = R_GetTexture(texture->skin.base);
984         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
985         m.tex[2] = R_GetTexture(texture->skin.detail);
986         m.texrgbscale[0] = 1;
987         m.texrgbscale[1] = 4;
988         m.texrgbscale[2] = 2;
989         cl = (float) (1 << r_lightmapscalebit);
990         GL_Color(cl, cl, cl, 1);
991
992         while((surf = *surfchain++) != NULL)
993         {
994                 if (surf->visframe == r_framecount)
995                 {
996                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
997                         //if (m.tex[1] != lightmaptexturenum)
998                         //{
999                                 m.tex[1] = lightmaptexturenum;
1000                         //      R_Mesh_State_Texture(&m);
1001                         //}
1002                         GL_VertexPointer(surf->mesh.data_vertex3f);
1003                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1004                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1005                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1006                         R_Mesh_State_Texture(&m);
1007                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1008                 }
1009         }
1010 }
1011
1012 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1013 {
1014         const msurface_t *surf;
1015         rmeshstate_t m;
1016         int lightmaptexturenum;
1017         memset(&m, 0, sizeof(m));
1018         GL_BlendFunc(GL_ONE, GL_ZERO);
1019         GL_DepthMask(true);
1020         GL_DepthTest(true);
1021         m.tex[0] = R_GetTexture(texture->skin.base);
1022         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1023         if (gl_combine.integer)
1024                 m.texrgbscale[1] = 4;
1025         GL_Color(1, 1, 1, 1);
1026         while((surf = *surfchain++) != NULL)
1027         {
1028                 if (surf->visframe == r_framecount)
1029                 {
1030                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1031                         //if (m.tex[1] != lightmaptexturenum)
1032                         //{
1033                                 m.tex[1] = lightmaptexturenum;
1034                         //      R_Mesh_State_Texture(&m);
1035                         //}
1036                         GL_VertexPointer(surf->mesh.data_vertex3f);
1037                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1038                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1039                         R_Mesh_State_Texture(&m);
1040                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1041                 }
1042         }
1043 }
1044
1045 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1046 {
1047         const msurface_t *surf;
1048         rmeshstate_t m;
1049         memset(&m, 0, sizeof(m));
1050         GL_DepthMask(true);
1051         GL_DepthTest(true);
1052         GL_BlendFunc(GL_ONE, GL_ZERO);
1053         m.tex[0] = R_GetTexture(texture->skin.base);
1054         GL_Color(1, 1, 1, 1);
1055         while((surf = *surfchain++) != NULL)
1056         {
1057                 if (surf->visframe == r_framecount)
1058                 {
1059                         GL_VertexPointer(surf->mesh.data_vertex3f);
1060                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1061                         R_Mesh_State_Texture(&m);
1062                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1063                 }
1064         }
1065 }
1066
1067 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1068 {
1069         const msurface_t *surf;
1070         rmeshstate_t m;
1071         int lightmaptexturenum;
1072         memset(&m, 0, sizeof(m));
1073         GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1074         GL_DepthMask(false);
1075         GL_DepthTest(true);
1076         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1077         if (gl_combine.integer)
1078                 m.texrgbscale[0] = 4;
1079         GL_Color(1, 1, 1, 1);
1080         while((surf = *surfchain++) != NULL)
1081         {
1082                 if (surf->visframe == r_framecount)
1083                 {
1084                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1085                         //if (m.tex[0] != lightmaptexturenum)
1086                         //{
1087                                 m.tex[0] = lightmaptexturenum;
1088                         //      R_Mesh_State_Texture(&m);
1089                         //}
1090                         GL_VertexPointer(surf->mesh.data_vertex3f);
1091                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1092                         R_Mesh_State_Texture(&m);
1093                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1094                 }
1095         }
1096 }
1097
1098 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1099 {
1100         const msurface_t *surf;
1101         rmeshstate_t m;
1102         float modelorg[3];
1103         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1104         memset(&m, 0, sizeof(m));
1105         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1106         GL_DepthMask(false);
1107         GL_DepthTest(true);
1108         GL_ColorPointer(varray_color4f);
1109         while((surf = *surfchain++) != NULL)
1110         {
1111                 if (surf->visframe == r_framecount)
1112                 {
1113                         GL_VertexPointer(surf->mesh.data_vertex3f);
1114                         if (m.tex[0])
1115                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1116                         R_Mesh_State_Texture(&m);
1117                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1118                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1119                 }
1120         }
1121 }
1122
1123 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1124 {
1125         const msurface_t *surf;
1126         rmeshstate_t m;
1127         memset(&m, 0, sizeof(m));
1128         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1129         GL_DepthMask(false);
1130         GL_DepthTest(true);
1131         m.tex[0] = R_GetTexture(texture->skin.detail);
1132         GL_Color(1, 1, 1, 1);
1133         while((surf = *surfchain++) != NULL)
1134         {
1135                 if (surf->visframe == r_framecount)
1136                 {
1137                         GL_VertexPointer(surf->mesh.data_vertex3f);
1138                         m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1139                         R_Mesh_State_Texture(&m);
1140                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1141                 }
1142         }
1143 }
1144
1145 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1146 {
1147         const msurface_t *surf;
1148         rmeshstate_t m;
1149         memset(&m, 0, sizeof(m));
1150         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1151         GL_DepthMask(false);
1152         GL_DepthTest(true);
1153         m.tex[0] = R_GetTexture(texture->skin.glow);
1154         GL_Color(1, 1, 1, 1);
1155         while((surf = *surfchain++) != NULL)
1156         {
1157                 if (surf->visframe == r_framecount)
1158                 {
1159                         GL_VertexPointer(surf->mesh.data_vertex3f);
1160                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1161                         R_Mesh_State_Texture(&m);
1162                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1163                 }
1164         }
1165 }
1166
1167 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1168 {
1169         const msurface_t *surf;
1170         rmeshstate_t m;
1171         memset(&m, 0, sizeof(m));
1172         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1173         GL_DepthMask(true);
1174         m.tex[0] = R_GetTexture(texture->skin.glow);
1175         if (m.tex[0])
1176                 GL_Color(1, 1, 1, 1);
1177         else
1178                 GL_Color(0, 0, 0, 1);
1179         while((surf = *surfchain++) != NULL)
1180         {
1181                 if (surf->visframe == r_framecount)
1182                 {
1183                         GL_VertexPointer(surf->mesh.data_vertex3f);
1184                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1185                         R_Mesh_State_Texture(&m);
1186                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1187                 }
1188         }
1189 }
1190
1191 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1192 {
1193         const entity_render_t *ent = calldata1;
1194         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1195         int rendertype;
1196         float currentalpha;
1197         texture_t *texture;
1198         R_Mesh_Matrix(&ent->matrix);
1199
1200         texture = surf->texinfo->texture;
1201         if (texture->animated)
1202                 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
1203
1204         currentalpha = ent->alpha;
1205         if (ent->effects & EF_ADDITIVE)
1206                 rendertype = SURFRENDER_ADD;
1207         else if (currentalpha < 1 || texture->skin.fog != NULL)
1208                 rendertype = SURFRENDER_ALPHA;
1209         else
1210                 rendertype = SURFRENDER_OPAQUE;
1211
1212         RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1213         if (texture->skin.glow)
1214                 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1215         if (fogenabled)
1216                 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1217 }
1218
1219 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1220 {
1221         const msurface_t *surf;
1222         msurface_t **chain;
1223         vec3_t center;
1224         if (texture->rendertype != SURFRENDER_OPAQUE)
1225         {
1226                 // transparent vertex shaded from lightmap
1227                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1228                 {
1229                         if (surf->visframe == r_framecount)
1230                         {
1231                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1232                                 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1233                         }
1234                 }
1235         }
1236         else if (r_shadow_realtime_world.integer)
1237         {
1238                 // opaque base lighting
1239                 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1240                 if (fogenabled)
1241                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1242         }
1243         else
1244         {
1245                 // opaque lightmapped
1246                 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1247                         RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1248                 else if (r_textureunits.integer >= 2)
1249                 {
1250                         RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1251                         if (r_detailtextures.integer)
1252                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1253                 }
1254                 else
1255                 {
1256                         RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1257                         RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1258                         if (r_detailtextures.integer)
1259                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1260                 }
1261                 if (texture->skin.glow)
1262                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1263                 if (fogenabled)
1264                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1265         }
1266 }
1267
1268 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1269 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1270 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1271
1272 int Cshader_count = 3;
1273 Cshader_t *Cshaders[3] =
1274 {
1275         &Cshader_wall_lightmap,
1276         &Cshader_water,
1277         &Cshader_sky
1278 };
1279
1280 void R_UpdateTextureInfo(entity_render_t *ent)
1281 {
1282         int i, texframe, alttextures;
1283         texture_t *t;
1284
1285         if (!ent->model)
1286                 return;
1287
1288         alttextures = ent->frame != 0;
1289         texframe = (int)(cl.time * 5.0f);
1290         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1291         {
1292                 t = ent->model->brushq1.textures + i;
1293                 t->currentalpha = ent->alpha;
1294                 if (t->flags & SURF_WATERALPHA)
1295                         t->currentalpha *= r_wateralpha.value;
1296                 if (ent->effects & EF_ADDITIVE)
1297                         t->rendertype = SURFRENDER_ADD;
1298                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1299                         t->rendertype = SURFRENDER_ALPHA;
1300                 else
1301                         t->rendertype = SURFRENDER_OPAQUE;
1302                 // we don't need to set currentframe if t->animated is false because
1303                 // it was already set up by the texture loader for non-animating
1304                 if (t->animated)
1305                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
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, **surfchain;
1314         vec3_t modelorg;
1315
1316         if (!ent->model)
1317                 return;
1318
1319         model = ent->model;
1320         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1321         numsurfaces = model->brushq1.nummodelsurfaces;
1322         surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1323         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1324
1325         R_UpdateTextureInfo(ent);
1326
1327         if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1328                 R_MarkLights(ent);
1329
1330         if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1331         {
1332                 model->brushq1.light_ambient = r_ambient.value;
1333                 model->brushq1.light_scalebit = r_lightmapscalebit;
1334                 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1335                         model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1336         }
1337         else
1338         {
1339                 for (i = 0;i < model->brushq1.light_styles;i++)
1340                 {
1341                         if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1342                         {
1343                                 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1344                                 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1345                                         (**surfchain).cached_dlight = true;
1346                         }
1347                 }
1348         }
1349
1350         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1351         {
1352                 if (surfacevisframes[i] == r_framecount)
1353                 {
1354 #if !WORLDNODECULLBACKFACES
1355                         // mark any backface surfaces as not visible
1356                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1357                         {
1358                                 if (!(surf->flags & SURF_PLANEBACK))
1359                                         surfacevisframes[i] = -1;
1360                         }
1361                         else
1362                         {
1363                                 if ((surf->flags & SURF_PLANEBACK))
1364                                         surfacevisframes[i] = -1;
1365                         }
1366                         if (surfacevisframes[i] == r_framecount)
1367 #endif
1368                         {
1369                                 c_faces++;
1370                                 surf->visframe = r_framecount;
1371                                 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1372                                         R_BuildLightMap(ent, surf);
1373                         }
1374                 }
1375         }
1376 }
1377
1378 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1379 {
1380         int i;
1381         texture_t *t;
1382         if (ent->model == NULL)
1383                 return;
1384         R_Mesh_Matrix(&ent->matrix);
1385         for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1386                 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1387                         t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1388 }
1389
1390 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1391 {
1392         int i;
1393         float *v;
1394         rmeshstate_t m;
1395         const entity_render_t *ent = calldata1;
1396         const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1397         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1398         GL_DepthMask(false);
1399         GL_DepthTest(true);
1400         R_Mesh_Matrix(&ent->matrix);
1401         GL_VertexPointer(varray_vertex3f);
1402
1403         memset(&m, 0, sizeof(m));
1404         R_Mesh_State_Texture(&m);
1405
1406         i = portal - ent->model->brushq1.portals;
1407         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1408                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1409                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1410                          0.125f);
1411         if (PlaneDiff(r_origin, (&portal->plane)) < 0)
1412         {
1413                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1414                         VectorCopy(portal->points[i].position, v);
1415         }
1416         else
1417                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1418                         VectorCopy(portal->points[i].position, v);
1419         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1420 }
1421
1422 // LordHavoc: this is just a nice debugging tool, very slow
1423 static void R_DrawPortals(entity_render_t *ent)
1424 {
1425         int i;
1426         mportal_t *portal, *endportal;
1427         float temp[3], center[3], f;
1428         if (ent->model == NULL)
1429                 return;
1430         for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1431         {
1432                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1433                 {
1434                         VectorClear(temp);
1435                         for (i = 0;i < portal->numpoints;i++)
1436                                 VectorAdd(temp, portal->points[i].position, temp);
1437                         f = ixtable[portal->numpoints];
1438                         VectorScale(temp, f, temp);
1439                         Matrix4x4_Transform(&ent->matrix, temp, center);
1440                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1441                 }
1442         }
1443 }
1444
1445 void R_PrepareBrushModel(entity_render_t *ent)
1446 {
1447         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1448         msurface_t *surf;
1449         model_t *model;
1450 #if WORLDNODECULLBACKFACES
1451         vec3_t modelorg;
1452 #endif
1453
1454         // because bmodels can be reused, we have to decide which things to render
1455         // from scratch every time
1456         model = ent->model;
1457         if (model == NULL)
1458                 return;
1459 #if WORLDNODECULLBACKFACES
1460         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1461 #endif
1462         numsurfaces = model->brushq1.nummodelsurfaces;
1463         surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1464         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1465         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1466         for (i = 0;i < numsurfaces;i++, surf++)
1467         {
1468 #if WORLDNODECULLBACKFACES
1469                 // mark any backface surfaces as not visible
1470                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1471                 {
1472                         if ((surf->flags & SURF_PLANEBACK))
1473                                 surfacevisframes[i] = r_framecount;
1474                 }
1475                 else if (!(surf->flags & SURF_PLANEBACK))
1476                         surfacevisframes[i] = r_framecount;
1477 #else
1478                 surfacevisframes[i] = r_framecount;
1479 #endif
1480                 surf->dlightframe = -1;
1481         }
1482         R_PrepareSurfaces(ent);
1483 }
1484
1485 void R_SurfaceWorldNode (entity_render_t *ent)
1486 {
1487         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1488         msurface_t *surf;
1489         mleaf_t *leaf;
1490         model_t *model;
1491         vec3_t modelorg;
1492
1493         // equivilant to quake's RecursiveWorldNode but faster and more effective
1494         model = ent->model;
1495         if (model == NULL)
1496                 return;
1497         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1498         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1499         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1500
1501         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1502         {
1503                 if (!R_CullBox (leaf->mins, leaf->maxs))
1504                 {
1505                         c_leafs++;
1506                         leaf->visframe = r_framecount;
1507                 }
1508         }
1509
1510         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1511         {
1512                 surfnum = model->brushq1.pvssurflist[i];
1513                 surf = model->brushq1.surfaces + surfnum;
1514 #if WORLDNODECULLBACKFACES
1515                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1516                 {
1517                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1518                                 surfacevisframes[surfnum] = r_framecount;
1519                 }
1520                 else
1521                 {
1522                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1523                                 surfacevisframes[surfnum] = r_framecount;
1524                 }
1525 #else
1526                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1527                         surfacevisframes[surfnum] = r_framecount;
1528 #endif
1529         }
1530 }
1531
1532 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1533 {
1534         int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1535 #if WORLDNODECULLBACKFACES
1536         int n;
1537         msurface_t *surf;
1538 #endif
1539         mleaf_t *leaf, *leafstack[8192];
1540         mportal_t *p;
1541         vec3_t modelorg;
1542         msurface_t *surfaces;
1543         if (ent->model == NULL)
1544                 return;
1545         // LordHavoc: portal-passage worldnode with PVS;
1546         // follows portals leading outward from viewleaf, does not venture
1547         // offscreen or into leafs that are not visible, faster than Quake's
1548         // RecursiveWorldNode
1549         surfaces = ent->model->brushq1.surfaces;
1550         surfacevisframes = ent->model->brushq1.surfacevisframes;
1551         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1552         viewleaf->worldnodeframe = r_framecount;
1553         leafstack[0] = viewleaf;
1554         leafstackpos = 1;
1555         while (leafstackpos)
1556         {
1557                 c_leafs++;
1558                 leaf = leafstack[--leafstackpos];
1559                 leaf->visframe = r_framecount;
1560                 // draw any surfaces bounding this leaf
1561                 if (leaf->nummarksurfaces)
1562                 {
1563                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1564                         {
1565 #if WORLDNODECULLBACKFACES
1566                                 n = *mark++;
1567                                 if (surfacevisframes[n] != r_framecount)
1568                                 {
1569                                         surf = surfaces + n;
1570                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1571                                         {
1572                                                 if ((surf->flags & SURF_PLANEBACK))
1573                                                         surfacevisframes[n] = r_framecount;
1574                                         }
1575                                         else
1576                                         {
1577                                                 if (!(surf->flags & SURF_PLANEBACK))
1578                                                         surfacevisframes[n] = r_framecount;
1579                                         }
1580                                 }
1581 #else
1582                                 surfacevisframes[*mark++] = r_framecount;
1583 #endif
1584                         }
1585                 }
1586                 // follow portals into other leafs
1587                 for (p = leaf->portals;p;p = p->next)
1588                 {
1589                         // LordHavoc: this DotProduct hurts less than a cache miss
1590                         // (which is more likely to happen if backflowing through leafs)
1591                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1592                         {
1593                                 leaf = p->past;
1594                                 if (leaf->worldnodeframe != r_framecount)
1595                                 {
1596                                         leaf->worldnodeframe = r_framecount;
1597                                         // FIXME: R_CullBox is absolute, should be done relative
1598                                         bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1599                                         if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1600                                                 leafstack[leafstackpos++] = leaf;
1601                                 }
1602                         }
1603                 }
1604         }
1605 }
1606
1607 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1608 {
1609         int j, c, *surfacepvsframes, *mark;
1610         mleaf_t *leaf;
1611         model_t *model;
1612
1613         model = ent->model;
1614         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1615         {
1616                 model->brushq1.pvsframecount++;
1617                 model->brushq1.pvsviewleaf = viewleaf;
1618                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1619                 model->brushq1.pvsleafchain = NULL;
1620                 model->brushq1.pvssurflistlength = 0;
1621                 if (viewleaf)
1622                 {
1623                         surfacepvsframes = model->brushq1.surfacepvsframes;
1624                         for (j = 0;j < model->brushq1.visleafs;j++)
1625                         {
1626                                 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1627                                 {
1628                                         leaf = model->brushq1.leafs + j + 1;
1629                                         leaf->pvsframe = model->brushq1.pvsframecount;
1630                                         leaf->pvschain = model->brushq1.pvsleafchain;
1631                                         model->brushq1.pvsleafchain = leaf;
1632                                         // mark surfaces bounding this leaf as visible
1633                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1634                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1635                                 }
1636                         }
1637                         model->brushq1.BuildPVSTextureChains(model);
1638                 }
1639         }
1640 }
1641
1642 void R_WorldVisibility(entity_render_t *ent)
1643 {
1644         vec3_t modelorg;
1645         mleaf_t *viewleaf;
1646
1647         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1648         viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1649         R_PVSUpdate(ent, viewleaf);
1650
1651         if (!viewleaf)
1652                 return;
1653
1654         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1655                 R_SurfaceWorldNode (ent);
1656         else
1657                 R_PortalWorldNode (ent, viewleaf);
1658 }
1659
1660 void R_DrawWorld(entity_render_t *ent)
1661 {
1662         if (ent->model == NULL)
1663                 return;
1664         if (!ent->model->brushq1.numleafs && ent->model->Draw)
1665                 ent->model->Draw(ent);
1666         else
1667         {
1668                 R_PrepareSurfaces(ent);
1669                 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1670                 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1671                 if (r_drawportals.integer)
1672                         R_DrawPortals(ent);
1673         }
1674 }
1675
1676 void R_Model_Brush_DrawSky(entity_render_t *ent)
1677 {
1678         if (ent->model == NULL)
1679                 return;
1680         if (ent != &cl_entities[0].render)
1681                 R_PrepareBrushModel(ent);
1682         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1683 }
1684
1685 void R_Model_Brush_Draw(entity_render_t *ent)
1686 {
1687         if (ent->model == NULL)
1688                 return;
1689         c_bmodels++;
1690         if (ent != &cl_entities[0].render)
1691                 R_PrepareBrushModel(ent);
1692         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1693 }
1694
1695 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1696 {
1697         int i;
1698         msurface_t *surf;
1699         float projectdistance, f, temp[3], lightradius2;
1700         if (ent->model == NULL)
1701                 return;
1702         R_Mesh_Matrix(&ent->matrix);
1703         lightradius2 = lightradius * lightradius;
1704         R_UpdateTextureInfo(ent);
1705         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1706         for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1707         {
1708                 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1709                 {
1710                         f = PlaneDiff(relativelightorigin, surf->plane);
1711                         if (surf->flags & SURF_PLANEBACK)
1712                                 f = -f;
1713                         // draw shadows only for frontfaces and only if they are close
1714                         if (f >= 0.1 && f < lightradius)
1715                         {
1716                                 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1717                                 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1718                                 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1719                                 if (DotProduct(temp, temp) < lightradius2)
1720                                         R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
1721                         }
1722                 }
1723         }
1724 }
1725
1726 void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1727 {
1728         int surfnum;
1729         msurface_t *surf;
1730         texture_t *t;
1731         if (ent->model == NULL)
1732                 return;
1733         R_Mesh_Matrix(&ent->matrix);
1734         R_UpdateTextureInfo(ent);
1735         for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1736         {
1737                 surf = surflist[surfnum];
1738                 if (surf->visframe == r_framecount)
1739                 {
1740                         t = surf->texinfo->texture->currentframe;
1741                         if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1742                         {
1743                                 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1744                                 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1745                         }
1746                 }
1747         }
1748 }
1749
1750 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1751 {
1752         int surfnum;
1753         msurface_t *surf;
1754         texture_t *t;
1755         float f, lightmins[3], lightmaxs[3];
1756         if (ent->model == NULL)
1757                 return;
1758         R_Mesh_Matrix(&ent->matrix);
1759         lightmins[0] = relativelightorigin[0] - lightradius;
1760         lightmins[1] = relativelightorigin[1] - lightradius;
1761         lightmins[2] = relativelightorigin[2] - lightradius;
1762         lightmaxs[0] = relativelightorigin[0] + lightradius;
1763         lightmaxs[1] = relativelightorigin[1] + lightradius;
1764         lightmaxs[2] = relativelightorigin[2] + lightradius;
1765         R_UpdateTextureInfo(ent);
1766         for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1767         {
1768                 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1769                 {
1770                         f = PlaneDiff(relativelightorigin, surf->plane);
1771                         if (surf->flags & SURF_PLANEBACK)
1772                                 f = -f;
1773                         if (f >= -0.1 && f < lightradius)
1774                         {
1775                                 t = surf->texinfo->texture->currentframe;
1776                                 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1777                                 {
1778                                         R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1779                                         R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1780                                 }
1781                         }
1782                 }
1783         }
1784 }
1785
1786 void R_DrawCollisionBrush(colbrushf_t *brush)
1787 {
1788         int i;
1789         i = ((int)brush) / sizeof(colbrushf_t);
1790         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1791         GL_VertexPointer(brush->points->v);
1792         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1793 }
1794
1795 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1796 {
1797         rmeshstate_t m;
1798         if (!face->num_triangles)
1799                 return;
1800         if (face->texture->renderflags)
1801         {
1802                 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
1803                 {
1804                         if (skyrendernow)
1805                         {
1806                                 skyrendernow = false;
1807                                 if (skyrendermasked)
1808                                         R_Sky();
1809                         }
1810
1811                         R_Mesh_Matrix(&ent->matrix);
1812
1813                         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1814                         if (skyrendermasked)
1815                         {
1816                                 // depth-only (masking)
1817                                 qglColorMask(0,0,0,0);
1818                                 // just to make sure that braindead drivers don't draw anything
1819                                 // despite that colormask...
1820                                 GL_BlendFunc(GL_ZERO, GL_ONE);
1821                         }
1822                         else
1823                         {
1824                                 // fog sky
1825                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1826                         }
1827                         GL_DepthMask(true);
1828                         GL_DepthTest(true);
1829
1830                         memset(&m, 0, sizeof(m));
1831                         R_Mesh_State_Texture(&m);
1832
1833                         GL_VertexPointer(face->data_vertex3f);
1834                         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1835                         qglColorMask(1,1,1,1);
1836                         return;
1837                 }
1838                 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
1839                         return;
1840         }
1841         R_Mesh_Matrix(&ent->matrix);
1842         face->visframe = r_framecount;
1843         memset(&m, 0, sizeof(m));
1844         GL_BlendFunc(GL_ONE, GL_ZERO);
1845         GL_DepthMask(true);
1846         GL_DepthTest(true);
1847         m.tex[0] = R_GetTexture(face->texture->skin.base);
1848         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1849         if (face->lightmaptexture)
1850         {
1851                 m.tex[1] = R_GetTexture(face->lightmaptexture);
1852                 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1853                 m.texrgbscale[1] = 2;
1854                 GL_Color(1, 1, 1, 1);
1855         }
1856         else
1857         {
1858                 m.texrgbscale[0] = 2;
1859                 GL_ColorPointer(face->data_color4f);
1860         }
1861         R_Mesh_State_Texture(&m);
1862         GL_VertexPointer(face->data_vertex3f);
1863         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1864 }
1865
1866 /*
1867 void R_Q3BSP_DrawSky(entity_render_t *ent)
1868 {
1869 }
1870 */
1871
1872 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
1873 {
1874         int i;
1875         q3mleaf_t *leaf;
1876         q3mface_t *face;
1877         while (node->isnode)
1878         {
1879                 if (R_CullBox(node->mins, node->maxs))
1880                         return;
1881                 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
1882                 node = node->children[1];
1883         }
1884         if (R_CullBox(node->mins, node->maxs))
1885                 return;
1886         leaf = (q3mleaf_t *)node;
1887         if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
1888         {
1889                 for (i = 0;i < leaf->numleaffaces;i++)
1890                 {
1891                         face = leaf->firstleafface[i];
1892                         if (face->markframe != markframe)
1893                         {
1894                                 face->markframe = markframe;
1895                                 if (!R_CullBox(face->mins, face->maxs))
1896                                         R_Q3BSP_DrawFace(ent, face);
1897                         }
1898                 }
1899         }
1900 }
1901
1902
1903
1904 void R_Q3BSP_Draw(entity_render_t *ent)
1905 {
1906         int i;
1907         q3mface_t *face;
1908         vec3_t modelorg;
1909         model_t *model;
1910         qbyte *pvs;
1911         static int markframe = 0;
1912         R_Mesh_Matrix(&ent->matrix);
1913         model = ent->model;
1914         if (r_drawcollisionbrushes.integer < 2)
1915         {
1916                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1917                 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1918                         R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
1919                 else
1920                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
1921                                 R_Q3BSP_DrawFace(ent, face);
1922         }
1923         if (r_drawcollisionbrushes.integer >= 1)
1924         {
1925                 rmeshstate_t m;
1926                 memset(&m, 0, sizeof(m));
1927                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1928                 GL_DepthMask(false);
1929                 GL_DepthTest(true);
1930                 R_Mesh_State_Texture(&m);
1931                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
1932                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
1933                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
1934         }
1935 }
1936
1937 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1938 {
1939         int i;
1940         q3mface_t *face;
1941         vec3_t modelorg, lightmins, lightmaxs;
1942         model_t *model;
1943         float projectdistance;
1944         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1945         if (r_drawcollisionbrushes.integer < 2)
1946         {
1947                 model = ent->model;
1948                 R_Mesh_Matrix(&ent->matrix);
1949                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1950                 lightmins[0] = relativelightorigin[0] - lightradius;
1951                 lightmins[1] = relativelightorigin[1] - lightradius;
1952                 lightmins[2] = relativelightorigin[2] - lightradius;
1953                 lightmaxs[0] = relativelightorigin[0] + lightradius;
1954                 lightmaxs[1] = relativelightorigin[1] + lightradius;
1955                 lightmaxs[2] = relativelightorigin[2] + lightradius;
1956                 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1957                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
1958                 //else
1959                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
1960                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
1961                                         R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
1962         }
1963 }
1964
1965 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1966 {
1967         if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
1968                 return;
1969         R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
1970         R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
1971 }
1972
1973 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1974 {
1975         int i;
1976         q3mface_t *face;
1977         vec3_t modelorg, lightmins, lightmaxs;
1978         model_t *model;
1979         //qbyte *pvs;
1980         //static int markframe = 0;
1981         if (r_drawcollisionbrushes.integer < 2)
1982         {
1983                 model = ent->model;
1984                 R_Mesh_Matrix(&ent->matrix);
1985                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1986                 lightmins[0] = relativelightorigin[0] - lightradius;
1987                 lightmins[1] = relativelightorigin[1] - lightradius;
1988                 lightmins[2] = relativelightorigin[2] - lightradius;
1989                 lightmaxs[0] = relativelightorigin[0] + lightradius;
1990                 lightmaxs[1] = relativelightorigin[1] + lightradius;
1991                 lightmaxs[2] = relativelightorigin[2] + lightradius;
1992                 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1993                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
1994                 //else
1995                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
1996                                 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
1997                                         R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
1998         }
1999 }
2000
2001 static void gl_surf_start(void)
2002 {
2003 }
2004
2005 static void gl_surf_shutdown(void)
2006 {
2007 }
2008
2009 static void gl_surf_newmap(void)
2010 {
2011 }
2012
2013 void GL_Surf_Init(void)
2014 {
2015         int i;
2016         dlightdivtable[0] = 4194304;
2017         for (i = 1;i < 32768;i++)
2018                 dlightdivtable[i] = 4194304 / (i << 7);
2019
2020         Cvar_RegisterVariable(&r_ambient);
2021         Cvar_RegisterVariable(&r_drawportals);
2022         Cvar_RegisterVariable(&r_testvis);
2023         Cvar_RegisterVariable(&r_floatbuildlightmap);
2024         Cvar_RegisterVariable(&r_detailtextures);
2025         Cvar_RegisterVariable(&r_surfaceworldnode);
2026         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2027
2028         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2029 }
2030