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removed water lighting support
[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_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
34 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
35 cvar_t r_drawportals = {0, "r_drawportals", "0"};
36 cvar_t r_testvis = {0, "r_testvis", "0"};
37 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
38 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
39 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
40 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
41
42 static int dlightdivtable[32768];
43
44 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
45 {
46         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
47         unsigned int *bl;
48         float dist, impact[3], local[3];
49
50         lit = false;
51
52         smax = (surf->extents[0] >> 4) + 1;
53         tmax = (surf->extents[1] >> 4) + 1;
54         smax3 = smax * 3;
55
56         for (lnum = 0; lnum < r_numdlights; lnum++)
57         {
58                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
59                         continue;                                       // not lit by this light
60
61                 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
62                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
63
64                 // for comparisons to minimum acceptable light
65                 // compensate for LIGHTOFFSET
66                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
67
68                 dist2 = dist * dist;
69                 dist2 += LIGHTOFFSET;
70                 if (dist2 >= maxdist)
71                         continue;
72
73                 if (surf->plane->type < 3)
74                 {
75                         VectorCopy(local, impact);
76                         impact[surf->plane->type] -= dist;
77                 }
78                 else
79                 {
80                         impact[0] = local[0] - surf->plane->normal[0] * dist;
81                         impact[1] = local[1] - surf->plane->normal[1] * dist;
82                         impact[2] = local[2] - surf->plane->normal[2] * dist;
83                 }
84
85                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
86                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
87
88                 s = bound(0, impacts, smax * 16) - impacts;
89                 t = bound(0, impactt, tmax * 16) - impactt;
90                 i = s * s + t * t + dist2;
91                 if (i > maxdist)
92                         continue;
93
94                 // reduce calculations
95                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
96                         sdtable[s] = i * i + dist2;
97
98                 maxdist3 = maxdist - dist2;
99
100                 // convert to 8.8 blocklights format
101                 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
102                 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
103                 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
104                 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
105                 bl = intblocklights;
106
107                 i = impactt;
108                 for (t = 0;t < tmax;t++, i -= 16)
109                 {
110                         td = i * i;
111                         // make sure some part of it is visible on this line
112                         if (td < maxdist3)
113                         {
114                                 maxdist2 = maxdist - td;
115                                 for (s = 0;s < smax;s++)
116                                 {
117                                         if (sdtable[s] < maxdist2)
118                                         {
119                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
120                                                 if (k > 0)
121                                                 {
122                                                         bl[0] += (red   * k);
123                                                         bl[1] += (green * k);
124                                                         bl[2] += (blue  * k);
125                                                         lit = true;
126                                                 }
127                                         }
128                                         bl += 3;
129                                 }
130                         }
131                         else // skip line
132                                 bl += smax3;
133                 }
134         }
135         return lit;
136 }
137
138 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
139 {
140         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
141         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
142
143         lit = false;
144
145         smax = (surf->extents[0] >> 4) + 1;
146         tmax = (surf->extents[1] >> 4) + 1;
147         smax3 = smax * 3;
148
149         for (lnum = 0; lnum < r_numdlights; lnum++)
150         {
151                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
152                         continue;                                       // not lit by this light
153
154                 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
155                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
156
157                 // for comparisons to minimum acceptable light
158                 // compensate for LIGHTOFFSET
159                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
160
161                 dist2 = dist * dist;
162                 dist2 += LIGHTOFFSET;
163                 if (dist2 >= maxdist)
164                         continue;
165
166                 if (surf->plane->type < 3)
167                 {
168                         VectorCopy(local, impact);
169                         impact[surf->plane->type] -= dist;
170                 }
171                 else
172                 {
173                         impact[0] = local[0] - surf->plane->normal[0] * dist;
174                         impact[1] = local[1] - surf->plane->normal[1] * dist;
175                         impact[2] = local[2] - surf->plane->normal[2] * dist;
176                 }
177
178                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
179                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
180
181                 td = bound(0, impacts, smax * 16) - impacts;
182                 td1 = bound(0, impactt, tmax * 16) - impactt;
183                 td = td * td + td1 * td1 + dist2;
184                 if (td > maxdist)
185                         continue;
186
187                 // reduce calculations
188                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
189                         sdtable[s] = td1 * td1 + dist2;
190
191                 maxdist3 = maxdist - dist2;
192
193                 // convert to 8.8 blocklights format
194                 red = r_dlight[lnum].light[0];
195                 green = r_dlight[lnum].light[1];
196                 blue = r_dlight[lnum].light[2];
197                 subtract = r_dlight[lnum].subtract * 32768.0f;
198                 bl = floatblocklights;
199
200                 td1 = impactt;
201                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
202                 {
203                         td = td1 * td1;
204                         // make sure some part of it is visible on this line
205                         if (td < maxdist3)
206                         {
207                                 maxdist2 = maxdist - td;
208                                 for (s = 0;s < smax;s++)
209                                 {
210                                         if (sdtable[s] < maxdist2)
211                                         {
212                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
213                                                 bl[0] += red   * k;
214                                                 bl[1] += green * k;
215                                                 bl[2] += blue  * k;
216                                                 lit = true;
217                                         }
218                                         bl += 3;
219                                 }
220                         }
221                         else // skip line
222                                 bl += smax3;
223                 }
224         }
225         return lit;
226 }
227
228 /*
229 ===============
230 R_BuildLightMap
231
232 Combine and scale multiple lightmaps into the 8.8 format in blocklights
233 ===============
234 */
235 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
236 {
237         if (!r_floatbuildlightmap.integer)
238         {
239                 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
240                 unsigned int *bl, scale;
241                 qbyte *lightmap, *out, *stain;
242
243                 // update cached lighting info
244                 surf->cached_dlight = 0;
245
246                 smax = (surf->extents[0]>>4)+1;
247                 tmax = (surf->extents[1]>>4)+1;
248                 size = smax*tmax;
249                 size3 = size*3;
250                 lightmap = surf->samples;
251
252         // set to full bright if no light data
253                 bl = intblocklights;
254                 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
255                 {
256                         for (i = 0;i < size3;i++)
257                                 bl[i] = 255*256;
258                 }
259                 else
260                 {
261         // clear to no light
262                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
263                         if (j)
264                         {
265                                 for (i = 0;i < size3;i++)
266                                         *bl++ = j;
267                         }
268                         else
269                                 memset(bl, 0, size*3*sizeof(unsigned int));
270
271                         if (surf->dlightframe == r_framecount && r_dlightmap.integer)
272                         {
273                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
274                                 if (surf->cached_dlight)
275                                         c_light_polys++;
276                         }
277
278         // add all the lightmaps
279                         if (lightmap)
280                         {
281                                 bl = intblocklights;
282                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
283                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
284                                                 bl[i] += lightmap[i] * scale;
285                         }
286                 }
287
288                 stain = surf->stainsamples;
289                 bl = intblocklights;
290                 out = templight;
291                 // deal with lightmap brightness scale
292                 shift = 7 + r_lightmapscalebit + 8;
293                 if (ent->model->brushq1.lightmaprgba)
294                 {
295                         stride = (surf->lightmaptexturestride - smax) * 4;
296                         for (i = 0;i < tmax;i++, out += stride)
297                         {
298                                 for (j = 0;j < smax;j++)
299                                 {
300                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
301                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
302                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
303                                         *out++ = 255;
304                                 }
305                         }
306                 }
307                 else
308                 {
309                         stride = (surf->lightmaptexturestride - smax) * 3;
310                         for (i = 0;i < tmax;i++, out += stride)
311                         {
312                                 for (j = 0;j < smax;j++)
313                                 {
314                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
315                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
316                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
317                                 }
318                         }
319                 }
320
321                 R_UpdateTexture(surf->lightmaptexture, templight);
322         }
323         else
324         {
325                 int smax, tmax, i, j, size, size3, maps, stride, l;
326                 float *bl, scale;
327                 qbyte *lightmap, *out, *stain;
328
329                 // update cached lighting info
330                 surf->cached_dlight = 0;
331
332                 smax = (surf->extents[0]>>4)+1;
333                 tmax = (surf->extents[1]>>4)+1;
334                 size = smax*tmax;
335                 size3 = size*3;
336                 lightmap = surf->samples;
337
338         // set to full bright if no light data
339                 bl = floatblocklights;
340                 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
341                         j = 255*256;
342                 else
343                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
344
345                 // clear to no light
346                 if (j)
347                 {
348                         for (i = 0;i < size3;i++)
349                                 *bl++ = j;
350                 }
351                 else
352                         memset(bl, 0, size*3*sizeof(float));
353
354                 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
355                 {
356                         surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
357                         if (surf->cached_dlight)
358                                 c_light_polys++;
359                 }
360
361                 // add all the lightmaps
362                 if (lightmap)
363                 {
364                         bl = floatblocklights;
365                         for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
366                                 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
367                                         bl[i] += lightmap[i] * scale;
368                 }
369
370                 stain = surf->stainsamples;
371                 bl = floatblocklights;
372                 out = templight;
373                 // deal with lightmap brightness scale
374                 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
375                 if (ent->model->brushq1.lightmaprgba)
376                 {
377                         stride = (surf->lightmaptexturestride - smax) * 4;
378                         for (i = 0;i < tmax;i++, out += stride)
379                         {
380                                 for (j = 0;j < smax;j++)
381                                 {
382                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
383                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
384                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
385                                         *out++ = 255;
386                                 }
387                         }
388                 }
389                 else
390                 {
391                         stride = (surf->lightmaptexturestride - smax) * 3;
392                         for (i = 0;i < tmax;i++, out += stride)
393                         {
394                                 for (j = 0;j < smax;j++)
395                                 {
396                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
397                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
399                                 }
400                         }
401                 }
402
403                 R_UpdateTexture(surf->lightmaptexture, templight);
404         }
405 }
406
407 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
408 {
409         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
410         msurface_t *surf, *endsurf;
411         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
412         qbyte *bl;
413         vec3_t impact;
414
415         maxdist = radius * radius;
416         invradius = 1.0f / radius;
417
418 loc0:
419         if (node->contents < 0)
420                 return;
421         ndist = PlaneDiff(origin, node->plane);
422         if (ndist > radius)
423         {
424                 node = node->children[0];
425                 goto loc0;
426         }
427         if (ndist < -radius)
428         {
429                 node = node->children[1];
430                 goto loc0;
431         }
432
433         dist2 = ndist * ndist;
434         maxdist3 = maxdist - dist2;
435
436         if (node->plane->type < 3)
437         {
438                 VectorCopy(origin, impact);
439                 impact[node->plane->type] -= ndist;
440         }
441         else
442         {
443                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
444                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
445                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
446         }
447
448         for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
449         {
450                 if (surf->stainsamples)
451                 {
452                         smax = (surf->extents[0] >> 4) + 1;
453                         tmax = (surf->extents[1] >> 4) + 1;
454
455                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
456                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
457
458                         s = bound(0, impacts, smax * 16) - impacts;
459                         t = bound(0, impactt, tmax * 16) - impactt;
460                         i = s * s + t * t + dist2;
461                         if (i > maxdist)
462                                 continue;
463
464                         // reduce calculations
465                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
466                                 sdtable[s] = i * i + dist2;
467
468                         bl = surf->stainsamples;
469                         smax3 = smax * 3;
470                         stained = false;
471
472                         i = impactt;
473                         for (t = 0;t < tmax;t++, i -= 16)
474                         {
475                                 td = i * i;
476                                 // make sure some part of it is visible on this line
477                                 if (td < maxdist3)
478                                 {
479                                         maxdist2 = maxdist - td;
480                                         for (s = 0;s < smax;s++)
481                                         {
482                                                 if (sdtable[s] < maxdist2)
483                                                 {
484                                                         ratio = lhrandom(0.0f, 1.0f);
485                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
486                                                         if (a >= (1.0f / 64.0f))
487                                                         {
488                                                                 if (a > 1)
489                                                                         a = 1;
490                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
491                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
492                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
493                                                                 stained = true;
494                                                         }
495                                                 }
496                                                 bl += 3;
497                                         }
498                                 }
499                                 else // skip line
500                                         bl += smax3;
501                         }
502                         // force lightmap upload
503                         if (stained)
504                                 surf->cached_dlight = true;
505                 }
506         }
507
508         if (node->children[0]->contents >= 0)
509         {
510                 if (node->children[1]->contents >= 0)
511                 {
512                         R_StainNode(node->children[0], model, origin, radius, fcolor);
513                         node = node->children[1];
514                         goto loc0;
515                 }
516                 else
517                 {
518                         node = node->children[0];
519                         goto loc0;
520                 }
521         }
522         else if (node->children[1]->contents >= 0)
523         {
524                 node = node->children[1];
525                 goto loc0;
526         }
527 }
528
529 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)
530 {
531         int n;
532         float fcolor[8];
533         entity_render_t *ent;
534         model_t *model;
535         vec3_t org;
536         if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
537                 return;
538         fcolor[0] = cr1;
539         fcolor[1] = cg1;
540         fcolor[2] = cb1;
541         fcolor[3] = ca1 * (1.0f / 64.0f);
542         fcolor[4] = cr2 - cr1;
543         fcolor[5] = cg2 - cg1;
544         fcolor[6] = cb2 - cb1;
545         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
546
547         R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
548
549         // look for embedded bmodels
550         for (n = 0;n < cl_num_brushmodel_entities;n++)
551         {
552                 ent = cl_brushmodel_entities[n];
553                 model = ent->model;
554                 if (model && model->name[0] == '*')
555                 {
556                         Mod_CheckLoaded(model);
557                         if (model->brushq1.nodes)
558                         {
559                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
560                                 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
561                         }
562                 }
563         }
564 }
565
566
567 /*
568 =============================================================
569
570         BRUSH MODELS
571
572 =============================================================
573 */
574
575 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
576 {
577         int i;
578         float scale;
579         const qbyte *lm;
580         if (styles[0] != 255)
581         {
582                 for (i = 0;i < numverts;i++, c += 4)
583                 {
584                         lm = samples + lightmapoffsets[i];
585                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
586                         VectorMA(c, scale, lm, c);
587                         if (styles[1] != 255)
588                         {
589                                 lm += size3;
590                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
591                                 VectorMA(c, scale, lm, c);
592                                 if (styles[2] != 255)
593                                 {
594                                         lm += size3;
595                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
596                                         VectorMA(c, scale, lm, c);
597                                         if (styles[3] != 255)
598                                         {
599                                                 lm += size3;
600                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
601                                                 VectorMA(c, scale, lm, c);
602                                         }
603                                 }
604                         }
605                 }
606         }
607 }
608
609 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
610 {
611         int i;
612         float diff[3], f;
613         if (fogenabled)
614         {
615                 for (i = 0;i < numverts;i++, v += 3, c += 4)
616                 {
617                         VectorSubtract(v, modelorg, diff);
618                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
619                         VectorScale(c, f, c);
620                 }
621         }
622         else if (colorscale != 1)
623                 for (i = 0;i < numverts;i++, c += 4)
624                         VectorScale(c, colorscale, c);
625 }
626
627 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)
628 {
629         int i;
630         float diff[3], f;
631         r *= colorscale;
632         g *= colorscale;
633         b *= colorscale;
634         if (fogenabled)
635         {
636                 for (i = 0;i < numverts;i++, v += 3, c += 4)
637                 {
638                         VectorSubtract(v, modelorg, diff);
639                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
640                         c[0] = r * f;
641                         c[1] = g * f;
642                         c[2] = b * f;
643                         c[3] = a;
644                 }
645         }
646         else
647         {
648                 for (i = 0;i < numverts;i++, c += 4)
649                 {
650                         c[0] = r;
651                         c[1] = g;
652                         c[2] = b;
653                         c[3] = a;
654                 }
655         }
656 }
657
658 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)
659 {
660         int i;
661         float diff[3], f;
662         r *= colorscale;
663         g *= colorscale;
664         b *= colorscale;
665         for (i = 0;i < numverts;i++, v += 3, c += 4)
666         {
667                 VectorSubtract(v, modelorg, diff);
668                 f = exp(fogdensity/DotProduct(diff, diff));
669                 c[0] = r;
670                 c[1] = g;
671                 c[2] = b;
672                 c[3] = a * f;
673         }
674 }
675
676 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
677 {
678         float f;
679         const float *v;
680         float *c;
681         int i, l, lit = false;
682         const rdlight_t *rd;
683         vec3_t lightorigin;
684         for (l = 0;l < r_numdlights;l++)
685         {
686                 if (dlightbits[l >> 5] & (1 << (l & 31)))
687                 {
688                         rd = &r_dlight[l];
689                         Matrix4x4_Transform(matrix, rd->origin, lightorigin);
690                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
691                         {
692                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
693                                 if (f < rd->cullradius2)
694                                 {
695                                         f = ((1.0f / f) - rd->subtract) * scale;
696                                         VectorMA(c, f, rd->light, c);
697                                         lit = true;
698                                 }
699                         }
700                 }
701         }
702         return lit;
703 }
704
705 // note: this untransforms lights to do the checking
706 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
707 {
708         int i, l;
709         const rdlight_t *rd;
710         vec3_t lightorigin;
711         const float *v;
712         for (l = 0;l < r_numdlights;l++)
713         {
714                 if (dlightbits[l >> 5] & (1 << (l & 31)))
715                 {
716                         rd = &r_dlight[l];
717                         Matrix4x4_Transform(matrix, rd->origin, lightorigin);
718                         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
719                                 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
720                                         return true;
721                 }
722         }
723         return false;
724 }
725
726 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
727 {
728         const msurface_t *surf;
729         const surfmesh_t *mesh;
730         rmeshstate_t m;
731
732         // LordHavoc: HalfLife maps have freaky skypolys...
733         if (ent->model->brush.ishlbsp)
734                 return;
735
736         if (skyrendernow)
737         {
738                 skyrendernow = false;
739                 if (skyrendermasked)
740                         R_Sky();
741         }
742
743         R_Mesh_Matrix(&ent->matrix);
744
745         GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
746         if (skyrendermasked)
747         {
748                 // depth-only (masking)
749                 qglColorMask(0,0,0,0);
750                 // just to make sure that braindead drivers don't draw anything
751                 // despite that colormask...
752                 GL_BlendFunc(GL_ZERO, GL_ONE);
753         }
754         else
755         {
756                 // fog sky
757                 GL_BlendFunc(GL_ONE, GL_ZERO);
758         }
759         GL_DepthMask(true);
760         GL_DepthTest(true);
761
762         memset(&m, 0, sizeof(m));
763         R_Mesh_State_Texture(&m);
764
765         while((surf = *surfchain++) != NULL)
766         {
767                 if (surf->visframe == r_framecount)
768                 {
769                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
770                         {
771                                 GL_VertexPointer(mesh->vertex3f);
772                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
773                         }
774                 }
775         }
776         qglColorMask(1,1,1,1);
777 }
778
779 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
780 {
781         const entity_render_t *ent = calldata1;
782         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
783         float f, colorscale;
784         const surfmesh_t *mesh;
785         rmeshstate_t m;
786         float alpha;
787         float modelorg[3];
788         texture_t *texture;
789         matrix4x4_t tempmatrix;
790         float   args[4] = {0.05f,0,0,0.04f};
791
792         if (r_waterscroll.value)
793         {
794                 // scrolling in texture matrix
795                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
796                 if (gl_textureshader && r_watershader.integer)
797                 {
798                         R_Mesh_TextureMatrix(1, &tempmatrix);
799                         Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
800                 }
801                 R_Mesh_TextureMatrix(0, &tempmatrix);
802         }
803
804         R_Mesh_Matrix(&ent->matrix);
805         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
806
807         memset(&m, 0, sizeof(m));
808         texture = surf->texinfo->texture->currentframe;
809         alpha = texture->currentalpha;
810         if (texture->rendertype == SURFRENDER_ADD)
811         {
812                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
813                 GL_DepthMask(false);
814         }
815         else if (texture->rendertype == SURFRENDER_ALPHA)
816         {
817                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
818                 GL_DepthMask(false);
819         }
820         else
821         {
822                 GL_BlendFunc(GL_ONE, GL_ZERO);
823                 GL_DepthMask(true);
824         }
825         if (gl_textureshader && r_watershader.integer)
826         {
827                 m.tex[0] = R_GetTexture(mod_shared_distorttexture);
828                 m.tex[1] = R_GetTexture(texture->skin.base);
829         }
830         else
831                 m.tex[0] = R_GetTexture(texture->skin.base);
832         colorscale = r_colorscale;
833         if (gl_combine.integer)
834         {
835                 m.texrgbscale[0] = 4;
836                 colorscale *= 0.25f;
837         }
838         GL_DepthTest(true);
839         GL_ColorPointer(varray_color4f);
840         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
841         {
842                 GL_VertexPointer(mesh->vertex3f);
843                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
844                 m.pointer_texcoord[1] = mesh->texcoordtexture2f;
845                 m.texcombinergb[1] = GL_REPLACE;
846                 R_Mesh_State_Texture(&m);
847                 f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
848                 R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
849                 if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
850                 {
851                         if (surf->dlightframe == r_framecount)
852                                 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
853                         if (surf->flags & SURF_LIGHTMAP)
854                                 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
855                 }
856                 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
857                 if (gl_textureshader && r_watershader.integer)
858                 {
859                         GL_ActiveTexture (0);
860                         qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
861                         GL_ActiveTexture (1);
862                         qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
863                         qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
864                         qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
865                         qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
866                         qglEnable (GL_TEXTURE_SHADER_NV);
867                 }
868                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
869                 if (gl_textureshader && r_watershader.integer)
870                 {
871                         qglDisable (GL_TEXTURE_SHADER_NV);
872                         GL_ActiveTexture (0);
873                 }
874         }
875
876         if (fogenabled)
877         {
878                 memset(&m, 0, sizeof(m));
879                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
880                 GL_DepthMask(false);
881                 GL_DepthTest(true);
882                 m.tex[0] = R_GetTexture(texture->skin.fog);
883                 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
884                 {
885                         GL_VertexPointer(mesh->vertex3f);
886                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
887                         GL_ColorPointer(varray_color4f);
888                         R_Mesh_State_Texture(&m);
889                         RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
890                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
891                 }
892         }
893
894         if (r_waterscroll.value)
895         {
896                 Matrix4x4_CreateIdentity(&tempmatrix);
897                 R_Mesh_TextureMatrix(0, &tempmatrix);
898                 R_Mesh_TextureMatrix(1, &tempmatrix);
899         }
900 }
901
902 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
903 {
904         const msurface_t *surf;
905         msurface_t **chain;
906         vec3_t center;
907         if (texture->rendertype != SURFRENDER_OPAQUE)
908         {
909                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
910                 {
911                         if (surf->visframe == r_framecount)
912                         {
913                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
914                                 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
915                         }
916                 }
917         }
918         else
919                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
920                         if (surf->visframe == r_framecount)
921                                 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
922 }
923
924 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
925 {
926         float base, colorscale;
927         const surfmesh_t *mesh;
928         rmeshstate_t m;
929         float modelorg[3];
930         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
931         memset(&m, 0, sizeof(m));
932         if (rendertype == SURFRENDER_ADD)
933         {
934                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
935                 GL_DepthMask(false);
936         }
937         else if (rendertype == SURFRENDER_ALPHA)
938         {
939                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
940                 GL_DepthMask(false);
941         }
942         else
943         {
944                 GL_BlendFunc(GL_ONE, GL_ZERO);
945                 GL_DepthMask(true);
946         }
947         m.tex[0] = R_GetTexture(texture->skin.base);
948         GL_DepthTest(true);
949         if (fogenabled)
950                 GL_ColorPointer(varray_color4f);
951         else
952                 GL_Color(r_colorscale, r_colorscale, r_colorscale, currentalpha);
953         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
954         {
955                 GL_VertexPointer(mesh->vertex3f);
956                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
957                 R_Mesh_State_Texture(&m);
958                 if (fogenabled)
959                 {
960                         R_FillColors(varray_color4f, mesh->numverts, 1.0f, 1.0f, 1.0f, currentalpha);
961                         RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, r_colorscale, mesh->numverts, modelorg);
962                 }
963                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
964         }
965 }
966
967 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
968 {
969         const surfmesh_t *mesh;
970         rmeshstate_t m;
971         float modelorg[3];
972         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
973         memset(&m, 0, sizeof(m));
974         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
975         GL_DepthMask(false);
976         GL_DepthTest(true);
977         m.tex[0] = R_GetTexture(texture->skin.glow);
978         GL_ColorPointer(varray_color4f);
979         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
980         {
981                 GL_VertexPointer(mesh->vertex3f);
982                 if (m.tex[0])
983                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
984                 R_Mesh_State_Texture(&m);
985                 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
986                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
987         }
988 }
989
990 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
991 {
992         const surfmesh_t *mesh;
993         rmeshstate_t m;
994         float modelorg[3];
995         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
996         memset(&m, 0, sizeof(m));
997         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
998         GL_DepthMask(false);
999         GL_DepthTest(true);
1000         m.tex[0] = R_GetTexture(texture->skin.fog);
1001         GL_ColorPointer(varray_color4f);
1002         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1003         {
1004                 GL_VertexPointer(mesh->vertex3f);
1005                 if (m.tex[0])
1006                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1007                 R_Mesh_State_Texture(&m);
1008                 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
1009                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1010         }
1011 }
1012
1013 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1014 {
1015         const msurface_t *surf;
1016         const surfmesh_t *mesh;
1017         rmeshstate_t m;
1018         int lightmaptexturenum;
1019         float cl;
1020         memset(&m, 0, sizeof(m));
1021         GL_BlendFunc(GL_ONE, GL_ZERO);
1022         GL_DepthMask(true);
1023         GL_DepthTest(true);
1024         m.tex[0] = R_GetTexture(texture->skin.base);
1025         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1026         m.tex[2] = R_GetTexture(texture->skin.detail);
1027         m.texrgbscale[0] = 1;
1028         m.texrgbscale[1] = 4;
1029         m.texrgbscale[2] = 2;
1030         cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
1031         GL_Color(cl, cl, cl, 1);
1032
1033         while((surf = *surfchain++) != NULL)
1034         {
1035                 if (surf->visframe == r_framecount)
1036                 {
1037                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1038                         //if (m.tex[1] != lightmaptexturenum)
1039                         //{
1040                                 m.tex[1] = lightmaptexturenum;
1041                         //      R_Mesh_State_Texture(&m);
1042                         //}
1043                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1044                         {
1045                                 GL_VertexPointer(mesh->vertex3f);
1046                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1047                                 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1048                                 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1049                                 R_Mesh_State_Texture(&m);
1050                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1051                         }
1052                 }
1053         }
1054 }
1055
1056 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1057 {
1058         const msurface_t *surf;
1059         const surfmesh_t *mesh;
1060         rmeshstate_t m;
1061         int lightmaptexturenum;
1062         memset(&m, 0, sizeof(m));
1063         GL_BlendFunc(GL_ONE, GL_ZERO);
1064         GL_DepthMask(true);
1065         GL_DepthTest(true);
1066         m.tex[0] = R_GetTexture(texture->skin.base);
1067         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1068         if (gl_combine.integer)
1069                 m.texrgbscale[1] = 4;
1070         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1071         while((surf = *surfchain++) != NULL)
1072         {
1073                 if (surf->visframe == r_framecount)
1074                 {
1075                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1076                         //if (m.tex[1] != lightmaptexturenum)
1077                         //{
1078                                 m.tex[1] = lightmaptexturenum;
1079                         //      R_Mesh_State_Texture(&m);
1080                         //}
1081                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1082                         {
1083                                 GL_VertexPointer(mesh->vertex3f);
1084                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1085                                 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1086                                 R_Mesh_State_Texture(&m);
1087                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1088                         }
1089                 }
1090         }
1091 }
1092
1093 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1094 {
1095         const msurface_t *surf;
1096         const surfmesh_t *mesh;
1097         rmeshstate_t m;
1098         memset(&m, 0, sizeof(m));
1099         GL_DepthMask(true);
1100         GL_DepthTest(true);
1101         GL_BlendFunc(GL_ONE, GL_ZERO);
1102         m.tex[0] = R_GetTexture(texture->skin.base);
1103         GL_Color(1, 1, 1, 1);
1104         while((surf = *surfchain++) != NULL)
1105         {
1106                 if (surf->visframe == r_framecount)
1107                 {
1108                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1109                         {
1110                                 GL_VertexPointer(mesh->vertex3f);
1111                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1112                                 R_Mesh_State_Texture(&m);
1113                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1114                         }
1115                 }
1116         }
1117 }
1118
1119 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1120 {
1121         const msurface_t *surf;
1122         const surfmesh_t *mesh;
1123         rmeshstate_t m;
1124         int lightmaptexturenum;
1125         memset(&m, 0, sizeof(m));
1126         GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1127         GL_DepthMask(false);
1128         GL_DepthTest(true);
1129         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1130         if (gl_combine.integer)
1131                 m.texrgbscale[0] = 4;
1132         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1133         while((surf = *surfchain++) != NULL)
1134         {
1135                 if (surf->visframe == r_framecount)
1136                 {
1137                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1138                         //if (m.tex[0] != lightmaptexturenum)
1139                         //{
1140                                 m.tex[0] = lightmaptexturenum;
1141                         //      R_Mesh_State_Texture(&m);
1142                         //}
1143                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1144                         {
1145                                 GL_VertexPointer(mesh->vertex3f);
1146                                 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1147                                 R_Mesh_State_Texture(&m);
1148                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1149                         }
1150                 }
1151         }
1152 }
1153
1154 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1155 {
1156         const msurface_t *surf;
1157         const surfmesh_t *mesh;
1158         float colorscale;
1159         rmeshstate_t m;
1160
1161         memset(&m, 0, sizeof(m));
1162         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1163         GL_DepthMask(false);
1164         GL_DepthTest(true);
1165         m.tex[0] = R_GetTexture(texture->skin.base);
1166         colorscale = r_colorscale;
1167         if (gl_combine.integer)
1168         {
1169                 m.texrgbscale[0] = 4;
1170                 colorscale *= 0.25f;
1171         }
1172         GL_ColorPointer(varray_color4f);
1173         while((surf = *surfchain++) != NULL)
1174         {
1175                 if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
1176                 {
1177                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1178                         {
1179                                 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1180                                 {
1181                                         GL_VertexPointer(mesh->vertex3f);
1182                                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1183                                         R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
1184                                         R_Mesh_State_Texture(&m);
1185                                         RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
1186                                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1187                                 }
1188                         }
1189                 }
1190         }
1191 }
1192
1193 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1194 {
1195         const msurface_t *surf;
1196         const surfmesh_t *mesh;
1197         rmeshstate_t m;
1198         float modelorg[3];
1199         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1200         memset(&m, 0, sizeof(m));
1201         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1202         GL_DepthMask(false);
1203         GL_DepthTest(true);
1204         GL_ColorPointer(varray_color4f);
1205         while((surf = *surfchain++) != NULL)
1206         {
1207                 if (surf->visframe == r_framecount)
1208                 {
1209                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1210                         {
1211                                 GL_VertexPointer(mesh->vertex3f);
1212                                 if (m.tex[0])
1213                                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1214                                 R_Mesh_State_Texture(&m);
1215                                 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
1216                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1217                         }
1218                 }
1219         }
1220 }
1221
1222 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1223 {
1224         const msurface_t *surf;
1225         const surfmesh_t *mesh;
1226         rmeshstate_t m;
1227         memset(&m, 0, sizeof(m));
1228         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1229         GL_DepthMask(false);
1230         GL_DepthTest(true);
1231         m.tex[0] = R_GetTexture(texture->skin.detail);
1232         GL_Color(1, 1, 1, 1);
1233         while((surf = *surfchain++) != NULL)
1234         {
1235                 if (surf->visframe == r_framecount)
1236                 {
1237                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1238                         {
1239                                 GL_VertexPointer(mesh->vertex3f);
1240                                 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1241                                 R_Mesh_State_Texture(&m);
1242                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1243                         }
1244                 }
1245         }
1246 }
1247
1248 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1249 {
1250         const msurface_t *surf;
1251         const surfmesh_t *mesh;
1252         rmeshstate_t m;
1253         memset(&m, 0, sizeof(m));
1254         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1255         GL_DepthMask(false);
1256         GL_DepthTest(true);
1257         m.tex[0] = R_GetTexture(texture->skin.glow);
1258         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1259         while((surf = *surfchain++) != NULL)
1260         {
1261                 if (surf->visframe == r_framecount)
1262                 {
1263                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1264                         {
1265                                 GL_VertexPointer(mesh->vertex3f);
1266                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1267                                 R_Mesh_State_Texture(&m);
1268                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1269                         }
1270                 }
1271         }
1272 }
1273
1274 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1275 {
1276         const msurface_t *surf;
1277         const surfmesh_t *mesh;
1278         rmeshstate_t m;
1279         memset(&m, 0, sizeof(m));
1280         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1281         GL_DepthMask(true);
1282         m.tex[0] = R_GetTexture(texture->skin.glow);
1283         if (m.tex[0])
1284                 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1285         else
1286                 GL_Color(0, 0, 0, 1);
1287         while((surf = *surfchain++) != NULL)
1288         {
1289                 if (surf->visframe == r_framecount)
1290                 {
1291                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1292                         {
1293                                 GL_VertexPointer(mesh->vertex3f);
1294                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1295                                 R_Mesh_State_Texture(&m);
1296                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1297                         }
1298                 }
1299         }
1300 }
1301
1302 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1303 {
1304         const entity_render_t *ent = calldata1;
1305         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1306         int rendertype;
1307         float currentalpha;
1308         texture_t *texture;
1309         R_Mesh_Matrix(&ent->matrix);
1310
1311         texture = surf->texinfo->texture;
1312         if (texture->animated)
1313                 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];
1314
1315         currentalpha = ent->alpha;
1316         if (texture->flags & SURF_WATERALPHA)
1317                 currentalpha *= r_wateralpha.value;
1318         if (ent->effects & EF_ADDITIVE)
1319                 rendertype = SURFRENDER_ADD;
1320         else if (currentalpha < 1 || texture->skin.fog != NULL)
1321                 rendertype = SURFRENDER_ALPHA;
1322         else
1323                 rendertype = SURFRENDER_OPAQUE;
1324
1325         RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1326         if (texture->skin.glow)
1327                 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1328         if (fogenabled)
1329                 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1330 }
1331
1332 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1333 {
1334         const msurface_t *surf;
1335         msurface_t **chain;
1336         vec3_t center;
1337         if (texture->rendertype != SURFRENDER_OPAQUE)
1338         {
1339                 // transparent vertex shaded from lightmap
1340                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1341                 {
1342                         if (surf->visframe == r_framecount)
1343                         {
1344                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1345                                 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1346                         }
1347                 }
1348         }
1349         else if (r_shadow_realtime_world.integer)
1350         {
1351                 // opaque base lighting
1352                 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1353                 if (fogenabled)
1354                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1355         }
1356         else if (r_vertexsurfaces.integer)
1357         {
1358                 // opaque vertex shaded from lightmap
1359                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1360                         if (surf->visframe == r_framecount)
1361                                 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
1362                 if (texture->skin.glow)
1363                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1364                                 if (surf->visframe == r_framecount)
1365                                         RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
1366                 if (fogenabled)
1367                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1368                                 if (surf->visframe == r_framecount)
1369                                         RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
1370         }
1371         else
1372         {
1373                 // opaque lightmapped
1374                 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1375                         RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1376                 else if (r_textureunits.integer >= 2)
1377                 {
1378                         RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1379                         if (r_detailtextures.integer)
1380                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1381                 }
1382                 else
1383                 {
1384                         RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1385                         RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1386                         if (r_detailtextures.integer)
1387                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1388                 }
1389                 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1390                         RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
1391                 if (texture->skin.glow)
1392                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1393                 if (fogenabled)
1394                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1395         }
1396 }
1397
1398 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1399 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1400 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1401
1402 int Cshader_count = 3;
1403 Cshader_t *Cshaders[3] =
1404 {
1405         &Cshader_wall_lightmap,
1406         &Cshader_water,
1407         &Cshader_sky
1408 };
1409
1410 void R_UpdateTextureInfo(entity_render_t *ent)
1411 {
1412         int i, texframe, alttextures;
1413         texture_t *t;
1414
1415         if (!ent->model)
1416                 return;
1417
1418         alttextures = ent->frame != 0;
1419         texframe = (int)(cl.time * 5.0f);
1420         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1421         {
1422                 t = ent->model->brushq1.textures + i;
1423                 t->currentalpha = ent->alpha;
1424                 if (t->flags & SURF_WATERALPHA)
1425                         t->currentalpha *= r_wateralpha.value;
1426                 if (ent->effects & EF_ADDITIVE)
1427                         t->rendertype = SURFRENDER_ADD;
1428                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1429                         t->rendertype = SURFRENDER_ALPHA;
1430                 else
1431                         t->rendertype = SURFRENDER_OPAQUE;
1432                 // we don't need to set currentframe if t->animated is false because
1433                 // it was already set up by the texture loader for non-animating
1434                 if (t->animated)
1435                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1436         }
1437 }
1438
1439 void R_PrepareSurfaces(entity_render_t *ent)
1440 {
1441         int i, numsurfaces, *surfacevisframes;
1442         model_t *model;
1443         msurface_t *surf, *surfaces, **surfchain;
1444         vec3_t modelorg;
1445
1446         if (!ent->model)
1447                 return;
1448
1449         model = ent->model;
1450         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1451         numsurfaces = model->brushq1.nummodelsurfaces;
1452         surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1453         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1454
1455         R_UpdateTextureInfo(ent);
1456
1457         if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1458                 R_MarkLights(ent);
1459
1460         if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1461         {
1462                 model->brushq1.light_ambient = r_ambient.value;
1463                 model->brushq1.light_scalebit = r_lightmapscalebit;
1464                 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1465                         model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1466         }
1467         else
1468         {
1469                 for (i = 0;i < model->brushq1.light_styles;i++)
1470                 {
1471                         if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1472                         {
1473                                 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1474                                 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1475                                         (**surfchain).cached_dlight = true;
1476                         }
1477                 }
1478         }
1479
1480         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1481         {
1482                 if (surfacevisframes[i] == r_framecount)
1483                 {
1484 #if !WORLDNODECULLBACKFACES
1485                         // mark any backface surfaces as not visible
1486                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1487                         {
1488                                 if (!(surf->flags & SURF_PLANEBACK))
1489                                         surfacevisframes[i] = -1;
1490                         }
1491                         else
1492                         {
1493                                 if ((surf->flags & SURF_PLANEBACK))
1494                                         surfacevisframes[i] = -1;
1495                         }
1496                         if (surfacevisframes[i] == r_framecount)
1497 #endif
1498                         {
1499                                 c_faces++;
1500                                 surf->visframe = r_framecount;
1501                                 if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
1502                                         R_BuildLightMap(ent, surf);
1503                         }
1504                 }
1505         }
1506 }
1507
1508 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1509 {
1510         int i;
1511         texture_t *t;
1512         if (ent->model == NULL)
1513                 return;
1514         R_Mesh_Matrix(&ent->matrix);
1515         for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1516                 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1517                         t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1518 }
1519
1520 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1521 {
1522         int i;
1523         float *v;
1524         rmeshstate_t m;
1525         const entity_render_t *ent = calldata1;
1526         const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1527         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1528         GL_DepthMask(false);
1529         GL_DepthTest(true);
1530         R_Mesh_Matrix(&ent->matrix);
1531         GL_VertexPointer(varray_vertex3f);
1532
1533         memset(&m, 0, sizeof(m));
1534         R_Mesh_State_Texture(&m);
1535
1536         i = portal - ent->model->brushq1.portals;
1537         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
1538                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
1539                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
1540                          0.125f);
1541         if (PlaneDiff(r_origin, (&portal->plane)) < 0)
1542         {
1543                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1544                         VectorCopy(portal->points[i].position, v);
1545         }
1546         else
1547                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1548                         VectorCopy(portal->points[i].position, v);
1549         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1550 }
1551
1552 // LordHavoc: this is just a nice debugging tool, very slow
1553 static void R_DrawPortals(entity_render_t *ent)
1554 {
1555         int i;
1556         mportal_t *portal, *endportal;
1557         float temp[3], center[3], f;
1558         if (ent->model == NULL)
1559                 return;
1560         for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1561         {
1562                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1563                 {
1564                         VectorClear(temp);
1565                         for (i = 0;i < portal->numpoints;i++)
1566                                 VectorAdd(temp, portal->points[i].position, temp);
1567                         f = ixtable[portal->numpoints];
1568                         VectorScale(temp, f, temp);
1569                         Matrix4x4_Transform(&ent->matrix, temp, center);
1570                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1571                 }
1572         }
1573 }
1574
1575 void R_PrepareBrushModel(entity_render_t *ent)
1576 {
1577         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1578         msurface_t *surf;
1579         model_t *model;
1580 #if WORLDNODECULLBACKFACES
1581         vec3_t modelorg;
1582 #endif
1583
1584         // because bmodels can be reused, we have to decide which things to render
1585         // from scratch every time
1586         model = ent->model;
1587         if (model == NULL)
1588                 return;
1589 #if WORLDNODECULLBACKFACES
1590         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1591 #endif
1592         numsurfaces = model->brushq1.nummodelsurfaces;
1593         surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1594         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1595         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1596         for (i = 0;i < numsurfaces;i++, surf++)
1597         {
1598 #if WORLDNODECULLBACKFACES
1599                 // mark any backface surfaces as not visible
1600                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1601                 {
1602                         if ((surf->flags & SURF_PLANEBACK))
1603                                 surfacevisframes[i] = r_framecount;
1604                 }
1605                 else if (!(surf->flags & SURF_PLANEBACK))
1606                         surfacevisframes[i] = r_framecount;
1607 #else
1608                 surfacevisframes[i] = r_framecount;
1609 #endif
1610                 surf->dlightframe = -1;
1611         }
1612         R_PrepareSurfaces(ent);
1613 }
1614
1615 void R_SurfaceWorldNode (entity_render_t *ent)
1616 {
1617         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1618         msurface_t *surf;
1619         mleaf_t *leaf;
1620         model_t *model;
1621         vec3_t modelorg;
1622
1623         // equivilant to quake's RecursiveWorldNode but faster and more effective
1624         model = ent->model;
1625         if (model == NULL)
1626                 return;
1627         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1628         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1629         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1630
1631         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1632         {
1633                 if (!R_CullBox (leaf->mins, leaf->maxs))
1634                 {
1635                         c_leafs++;
1636                         leaf->visframe = r_framecount;
1637                 }
1638         }
1639
1640         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1641         {
1642                 surfnum = model->brushq1.pvssurflist[i];
1643                 surf = model->brushq1.surfaces + surfnum;
1644 #if WORLDNODECULLBACKFACES
1645                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1646                 {
1647                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1648                                 surfacevisframes[surfnum] = r_framecount;
1649                 }
1650                 else
1651                 {
1652                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1653                                 surfacevisframes[surfnum] = r_framecount;
1654                 }
1655 #else
1656                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1657                         surfacevisframes[surfnum] = r_framecount;
1658 #endif
1659         }
1660 }
1661
1662 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1663 {
1664         int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1665 #if WORLDNODECULLBACKFACES
1666         int n;
1667         msurface_t *surf;
1668 #endif
1669         mleaf_t *leaf, *leafstack[8192];
1670         mportal_t *p;
1671         vec3_t modelorg;
1672         msurface_t *surfaces;
1673         if (ent->model == NULL)
1674                 return;
1675         // LordHavoc: portal-passage worldnode with PVS;
1676         // follows portals leading outward from viewleaf, does not venture
1677         // offscreen or into leafs that are not visible, faster than Quake's
1678         // RecursiveWorldNode
1679         surfaces = ent->model->brushq1.surfaces;
1680         surfacevisframes = ent->model->brushq1.surfacevisframes;
1681         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1682         viewleaf->worldnodeframe = r_framecount;
1683         leafstack[0] = viewleaf;
1684         leafstackpos = 1;
1685         while (leafstackpos)
1686         {
1687                 c_leafs++;
1688                 leaf = leafstack[--leafstackpos];
1689                 leaf->visframe = r_framecount;
1690                 // draw any surfaces bounding this leaf
1691                 if (leaf->nummarksurfaces)
1692                 {
1693                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1694                         {
1695 #if WORLDNODECULLBACKFACES
1696                                 n = *mark++;
1697                                 if (surfacevisframes[n] != r_framecount)
1698                                 {
1699                                         surf = surfaces + n;
1700                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1701                                         {
1702                                                 if ((surf->flags & SURF_PLANEBACK))
1703                                                         surfacevisframes[n] = r_framecount;
1704                                         }
1705                                         else
1706                                         {
1707                                                 if (!(surf->flags & SURF_PLANEBACK))
1708                                                         surfacevisframes[n] = r_framecount;
1709                                         }
1710                                 }
1711 #else
1712                                 surfacevisframes[*mark++] = r_framecount;
1713 #endif
1714                         }
1715                 }
1716                 // follow portals into other leafs
1717                 for (p = leaf->portals;p;p = p->next)
1718                 {
1719                         // LordHavoc: this DotProduct hurts less than a cache miss
1720                         // (which is more likely to happen if backflowing through leafs)
1721                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1722                         {
1723                                 leaf = p->past;
1724                                 if (leaf->worldnodeframe != r_framecount)
1725                                 {
1726                                         leaf->worldnodeframe = r_framecount;
1727                                         // FIXME: R_CullBox is absolute, should be done relative
1728                                         bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1729                                         if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1730                                                 leafstack[leafstackpos++] = leaf;
1731                                 }
1732                         }
1733                 }
1734         }
1735 }
1736
1737 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1738 {
1739         int j, c, *surfacepvsframes, *mark;
1740         mleaf_t *leaf;
1741         model_t *model;
1742
1743         model = ent->model;
1744         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1745         {
1746                 model->brushq1.pvsframecount++;
1747                 model->brushq1.pvsviewleaf = viewleaf;
1748                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1749                 model->brushq1.pvsleafchain = NULL;
1750                 model->brushq1.pvssurflistlength = 0;
1751                 if (viewleaf)
1752                 {
1753                         surfacepvsframes = model->brushq1.surfacepvsframes;
1754                         for (j = 0;j < model->brushq1.visleafs;j++)
1755                         {
1756                                 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1757                                 {
1758                                         leaf = model->brushq1.leafs + j + 1;
1759                                         leaf->pvsframe = model->brushq1.pvsframecount;
1760                                         leaf->pvschain = model->brushq1.pvsleafchain;
1761                                         model->brushq1.pvsleafchain = leaf;
1762                                         // mark surfaces bounding this leaf as visible
1763                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1764                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1765                                 }
1766                         }
1767                         model->brushq1.BuildPVSTextureChains(model);
1768                 }
1769         }
1770 }
1771
1772 void R_WorldVisibility(entity_render_t *ent)
1773 {
1774         vec3_t modelorg;
1775         mleaf_t *viewleaf;
1776
1777         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1778         viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1779         R_PVSUpdate(ent, viewleaf);
1780
1781         if (!viewleaf)
1782                 return;
1783
1784         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1785                 R_SurfaceWorldNode (ent);
1786         else
1787                 R_PortalWorldNode (ent, viewleaf);
1788 }
1789
1790 void R_DrawWorld(entity_render_t *ent)
1791 {
1792         if (ent->model == NULL)
1793                 return;
1794         if (!ent->model->brushq1.numleafs && ent->model->Draw)
1795                 ent->model->Draw(ent);
1796         else
1797         {
1798                 R_PrepareSurfaces(ent);
1799                 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1800                 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1801                 if (r_drawportals.integer)
1802                         R_DrawPortals(ent);
1803         }
1804 }
1805
1806 void R_Model_Brush_DrawSky(entity_render_t *ent)
1807 {
1808         if (ent->model == NULL)
1809                 return;
1810         if (ent != &cl_entities[0].render)
1811                 R_PrepareBrushModel(ent);
1812         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1813 }
1814
1815 void R_Model_Brush_Draw(entity_render_t *ent)
1816 {
1817         if (ent->model == NULL)
1818                 return;
1819         c_bmodels++;
1820         if (ent != &cl_entities[0].render)
1821                 R_PrepareBrushModel(ent);
1822         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1823 }
1824
1825 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1826 {
1827         int i;
1828         msurface_t *surf;
1829         float projectdistance, f, temp[3], lightradius2;
1830         surfmesh_t *mesh;
1831         if (ent->model == NULL)
1832                 return;
1833         R_Mesh_Matrix(&ent->matrix);
1834         lightradius2 = lightradius * lightradius;
1835         R_UpdateTextureInfo(ent);
1836         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1837         for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1838         {
1839                 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1840                 {
1841                         f = PlaneDiff(relativelightorigin, surf->plane);
1842                         if (surf->flags & SURF_PLANEBACK)
1843                                 f = -f;
1844                         // draw shadows only for frontfaces and only if they are close
1845                         if (f >= 0.1 && f < lightradius)
1846                         {
1847                                 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1848                                 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1849                                 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1850                                 if (DotProduct(temp, temp) < lightradius2)
1851                                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1852                                                 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1853                         }
1854                 }
1855         }
1856 }
1857
1858 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)
1859 {
1860         int surfnum;
1861         msurface_t *surf;
1862         texture_t *t;
1863         surfmesh_t *mesh;
1864         if (ent->model == NULL)
1865                 return;
1866         R_Mesh_Matrix(&ent->matrix);
1867         R_UpdateTextureInfo(ent);
1868         for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1869         {
1870                 surf = surflist[surfnum];
1871                 if (surf->visframe == r_framecount)
1872                 {
1873                         t = surf->texinfo->texture->currentframe;
1874                         if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1875                         {
1876                                 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1877                                 {
1878                                         R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1879                                         R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1880                                 }
1881                         }
1882                 }
1883         }
1884 }
1885
1886 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)
1887 {
1888         int surfnum;
1889         msurface_t *surf;
1890         texture_t *t;
1891         float f, lightmins[3], lightmaxs[3];
1892         surfmesh_t *mesh;
1893         if (ent->model == NULL)
1894                 return;
1895         R_Mesh_Matrix(&ent->matrix);
1896         lightmins[0] = relativelightorigin[0] - lightradius;
1897         lightmins[1] = relativelightorigin[1] - lightradius;
1898         lightmins[2] = relativelightorigin[2] - lightradius;
1899         lightmaxs[0] = relativelightorigin[0] + lightradius;
1900         lightmaxs[1] = relativelightorigin[1] + lightradius;
1901         lightmaxs[2] = relativelightorigin[2] + lightradius;
1902         R_UpdateTextureInfo(ent);
1903         for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1904         {
1905                 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1906                 {
1907                         f = PlaneDiff(relativelightorigin, surf->plane);
1908                         if (surf->flags & SURF_PLANEBACK)
1909                                 f = -f;
1910                         if (f >= -0.1 && f < lightradius)
1911                         {
1912                                 t = surf->texinfo->texture->currentframe;
1913                                 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1914                                 {
1915                                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1916                                         {
1917                                                 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1918                                                 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1919                                         }
1920                                 }
1921                         }
1922                 }
1923         }
1924 }
1925
1926 void R_DrawCollisionBrush(colbrushf_t *brush)
1927 {
1928         int i;
1929         i = ((int)brush) / sizeof(colbrushf_t);
1930         GL_Color((i & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_colorscale, 0.2f);
1931         GL_VertexPointer(brush->points->v);
1932         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1933 }
1934
1935 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1936 {
1937         rmeshstate_t m;
1938         if (!face->numtriangles)
1939                 return;
1940         if (face->texture->renderflags)
1941         {
1942                 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
1943                 {
1944                         if (skyrendernow)
1945                         {
1946                                 skyrendernow = false;
1947                                 if (skyrendermasked)
1948                                         R_Sky();
1949                         }
1950
1951                         R_Mesh_Matrix(&ent->matrix);
1952
1953                         GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
1954                         if (skyrendermasked)
1955                         {
1956                                 // depth-only (masking)
1957                                 qglColorMask(0,0,0,0);
1958                                 // just to make sure that braindead drivers don't draw anything
1959                                 // despite that colormask...
1960                                 GL_BlendFunc(GL_ZERO, GL_ONE);
1961                         }
1962                         else
1963                         {
1964                                 // fog sky
1965                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1966                         }
1967                         GL_DepthMask(true);
1968                         GL_DepthTest(true);
1969
1970                         memset(&m, 0, sizeof(m));
1971                         R_Mesh_State_Texture(&m);
1972
1973                         GL_VertexPointer(face->data_vertex3f);
1974                         R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1975                         qglColorMask(1,1,1,1);
1976                         return;
1977                 }
1978                 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
1979                         return;
1980         }
1981         R_Mesh_Matrix(&ent->matrix);
1982         face->visframe = r_framecount;
1983         memset(&m, 0, sizeof(m));
1984         GL_BlendFunc(GL_ONE, GL_ZERO);
1985         GL_DepthMask(true);
1986         GL_DepthTest(true);
1987         m.tex[0] = R_GetTexture(face->texture->skin.base);
1988         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1989         if (face->lightmaptexture)
1990         {
1991                 m.tex[1] = R_GetTexture(face->lightmaptexture);
1992                 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1993                 m.texrgbscale[1] = 2;
1994                 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1995         }
1996         else
1997         {
1998                 m.texrgbscale[0] = 2;
1999                 GL_ColorPointer(face->data_color4f);
2000         }
2001         R_Mesh_State_Texture(&m);
2002         GL_VertexPointer(face->data_vertex3f);
2003         R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
2004 }
2005
2006 /*
2007 void R_Q3BSP_DrawSky(entity_render_t *ent)
2008 {
2009 }
2010 */
2011
2012 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2013 {
2014         int i;
2015         q3mleaf_t *leaf;
2016         q3mface_t *face;
2017         while (node->isnode)
2018         {
2019                 if (R_CullBox(node->mins, node->maxs))
2020                         return;
2021                 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2022                 node = node->children[1];
2023         }
2024         if (R_CullBox(node->mins, node->maxs))
2025                 return;
2026         leaf = (q3mleaf_t *)node;
2027         if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
2028         {
2029                 for (i = 0;i < leaf->numleaffaces;i++)
2030                 {
2031                         face = leaf->firstleafface[i];
2032                         if (face->markframe != markframe)
2033                         {
2034                                 face->markframe = markframe;
2035                                 if (!R_CullBox(face->mins, face->maxs))
2036                                         R_Q3BSP_DrawFace(ent, face);
2037                         }
2038                 }
2039         }
2040 }
2041
2042
2043
2044 void R_Q3BSP_Draw(entity_render_t *ent)
2045 {
2046         int i;
2047         q3mface_t *face;
2048         vec3_t modelorg;
2049         model_t *model;
2050         qbyte *pvs;
2051         static int markframe = 0;
2052         R_Mesh_Matrix(&ent->matrix);
2053         model = ent->model;
2054         if (r_drawcollisionbrushes.integer < 2)
2055         {
2056                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2057                 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2058                         R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2059                 else
2060                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2061                                 R_Q3BSP_DrawFace(ent, face);
2062         }
2063         if (r_drawcollisionbrushes.integer >= 1)
2064         {
2065                 rmeshstate_t m;
2066                 memset(&m, 0, sizeof(m));
2067                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2068                 GL_DepthMask(false);
2069                 GL_DepthTest(true);
2070                 R_Mesh_State_Texture(&m);
2071                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2072                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2073                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2074         }
2075 }
2076
2077 /*
2078 void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
2079 {
2080 }
2081 */
2082
2083 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2084 {
2085         int i;
2086         q3mface_t *face;
2087         vec3_t modelorg, lightmins, lightmaxs;
2088         model_t *model;
2089         float projectdistance;
2090         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2091         if (r_drawcollisionbrushes.integer < 2)
2092         {
2093                 model = ent->model;
2094                 R_Mesh_Matrix(&ent->matrix);
2095                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2096                 lightmins[0] = relativelightorigin[0] - lightradius;
2097                 lightmins[1] = relativelightorigin[1] - lightradius;
2098                 lightmins[2] = relativelightorigin[2] - lightradius;
2099                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2100                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2101                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2102                 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2103                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2104                 //else
2105                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2106                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2107                                         R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
2108         }
2109 }
2110
2111 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)
2112 {
2113         if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
2114                 return;
2115         R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, 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);
2116         R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, 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);
2117 }
2118
2119 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)
2120 {
2121         int i;
2122         q3mface_t *face;
2123         vec3_t modelorg, lightmins, lightmaxs;
2124         model_t *model;
2125         //qbyte *pvs;
2126         //static int markframe = 0;
2127         if (r_drawcollisionbrushes.integer < 2)
2128         {
2129                 model = ent->model;
2130                 R_Mesh_Matrix(&ent->matrix);
2131                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2132                 lightmins[0] = relativelightorigin[0] - lightradius;
2133                 lightmins[1] = relativelightorigin[1] - lightradius;
2134                 lightmins[2] = relativelightorigin[2] - lightradius;
2135                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2136                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2137                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2138                 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2139                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2140                 //else
2141                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2142                                 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2143                                         R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
2144         }
2145 }
2146
2147 static void gl_surf_start(void)
2148 {
2149 }
2150
2151 static void gl_surf_shutdown(void)
2152 {
2153 }
2154
2155 static void gl_surf_newmap(void)
2156 {
2157 }
2158
2159 void GL_Surf_Init(void)
2160 {
2161         int i;
2162         dlightdivtable[0] = 4194304;
2163         for (i = 1;i < 32768;i++)
2164                 dlightdivtable[i] = 4194304 / (i << 7);
2165
2166         Cvar_RegisterVariable(&r_ambient);
2167         Cvar_RegisterVariable(&r_vertexsurfaces);
2168         Cvar_RegisterVariable(&r_dlightmap);
2169         Cvar_RegisterVariable(&r_drawportals);
2170         Cvar_RegisterVariable(&r_testvis);
2171         Cvar_RegisterVariable(&r_floatbuildlightmap);
2172         Cvar_RegisterVariable(&r_detailtextures);
2173         Cvar_RegisterVariable(&r_surfaceworldnode);
2174         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2175
2176         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2177 }
2178