Tomaz's awesome new GeForce3 water effect, thanks!
[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         colorscale = r_colorscale;
949         if (gl_combine.integer)
950         {
951                 m.texrgbscale[0] = 4;
952                 colorscale *= 0.25f;
953         }
954         base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
955         GL_DepthTest(true);
956         GL_ColorPointer(varray_color4f);
957         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
958         {
959                 GL_VertexPointer(mesh->vertex3f);
960                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
961                 R_Mesh_State_Texture(&m);
962                 R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
963                 if (!(ent->effects & EF_FULLBRIGHT))
964                 {
965                         if (surf->dlightframe == r_framecount)
966                                 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
967                         if (surf->flags & SURF_LIGHTMAP)
968                                 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
969                 }
970                 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
971                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
972         }
973 }
974
975 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
976 {
977         const surfmesh_t *mesh;
978         rmeshstate_t m;
979         float modelorg[3];
980         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
981         memset(&m, 0, sizeof(m));
982         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
983         GL_DepthMask(false);
984         GL_DepthTest(true);
985         m.tex[0] = R_GetTexture(texture->skin.glow);
986         GL_ColorPointer(varray_color4f);
987         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
988         {
989                 GL_VertexPointer(mesh->vertex3f);
990                 if (m.tex[0])
991                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
992                 R_Mesh_State_Texture(&m);
993                 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
994                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
995         }
996 }
997
998 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
999 {
1000         const surfmesh_t *mesh;
1001         rmeshstate_t m;
1002         float modelorg[3];
1003         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1004         memset(&m, 0, sizeof(m));
1005         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1006         GL_DepthMask(false);
1007         GL_DepthTest(true);
1008         m.tex[0] = R_GetTexture(texture->skin.fog);
1009         GL_ColorPointer(varray_color4f);
1010         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1011         {
1012                 GL_VertexPointer(mesh->vertex3f);
1013                 if (m.tex[0])
1014                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1015                 R_Mesh_State_Texture(&m);
1016                 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
1017                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1018         }
1019 }
1020
1021 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1022 {
1023         const msurface_t *surf;
1024         const surfmesh_t *mesh;
1025         rmeshstate_t m;
1026         int lightmaptexturenum;
1027         float cl;
1028         memset(&m, 0, sizeof(m));
1029         GL_BlendFunc(GL_ONE, GL_ZERO);
1030         GL_DepthMask(true);
1031         GL_DepthTest(true);
1032         m.tex[0] = R_GetTexture(texture->skin.base);
1033         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1034         m.tex[2] = R_GetTexture(texture->skin.detail);
1035         m.texrgbscale[0] = 1;
1036         m.texrgbscale[1] = 4;
1037         m.texrgbscale[2] = 2;
1038         cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
1039         GL_Color(cl, cl, cl, 1);
1040
1041         while((surf = *surfchain++) != NULL)
1042         {
1043                 if (surf->visframe == r_framecount)
1044                 {
1045                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1046                         //if (m.tex[1] != lightmaptexturenum)
1047                         //{
1048                                 m.tex[1] = lightmaptexturenum;
1049                         //      R_Mesh_State_Texture(&m);
1050                         //}
1051                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1052                         {
1053                                 GL_VertexPointer(mesh->vertex3f);
1054                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1055                                 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1056                                 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1057                                 R_Mesh_State_Texture(&m);
1058                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1059                         }
1060                 }
1061         }
1062 }
1063
1064 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1065 {
1066         const msurface_t *surf;
1067         const surfmesh_t *mesh;
1068         rmeshstate_t m;
1069         int lightmaptexturenum;
1070         memset(&m, 0, sizeof(m));
1071         GL_BlendFunc(GL_ONE, GL_ZERO);
1072         GL_DepthMask(true);
1073         GL_DepthTest(true);
1074         m.tex[0] = R_GetTexture(texture->skin.base);
1075         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1076         if (gl_combine.integer)
1077                 m.texrgbscale[1] = 4;
1078         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1079         while((surf = *surfchain++) != NULL)
1080         {
1081                 if (surf->visframe == r_framecount)
1082                 {
1083                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1084                         //if (m.tex[1] != lightmaptexturenum)
1085                         //{
1086                                 m.tex[1] = lightmaptexturenum;
1087                         //      R_Mesh_State_Texture(&m);
1088                         //}
1089                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1090                         {
1091                                 GL_VertexPointer(mesh->vertex3f);
1092                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1093                                 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1094                                 R_Mesh_State_Texture(&m);
1095                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1096                         }
1097                 }
1098         }
1099 }
1100
1101 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1102 {
1103         const msurface_t *surf;
1104         const surfmesh_t *mesh;
1105         rmeshstate_t m;
1106         memset(&m, 0, sizeof(m));
1107         GL_DepthMask(true);
1108         GL_DepthTest(true);
1109         GL_BlendFunc(GL_ONE, GL_ZERO);
1110         m.tex[0] = R_GetTexture(texture->skin.base);
1111         GL_Color(1, 1, 1, 1);
1112         while((surf = *surfchain++) != NULL)
1113         {
1114                 if (surf->visframe == r_framecount)
1115                 {
1116                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1117                         {
1118                                 GL_VertexPointer(mesh->vertex3f);
1119                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1120                                 R_Mesh_State_Texture(&m);
1121                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1122                         }
1123                 }
1124         }
1125 }
1126
1127 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1128 {
1129         const msurface_t *surf;
1130         const surfmesh_t *mesh;
1131         rmeshstate_t m;
1132         int lightmaptexturenum;
1133         memset(&m, 0, sizeof(m));
1134         GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1135         GL_DepthMask(false);
1136         GL_DepthTest(true);
1137         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1138         if (gl_combine.integer)
1139                 m.texrgbscale[0] = 4;
1140         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1141         while((surf = *surfchain++) != NULL)
1142         {
1143                 if (surf->visframe == r_framecount)
1144                 {
1145                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1146                         //if (m.tex[0] != lightmaptexturenum)
1147                         //{
1148                                 m.tex[0] = lightmaptexturenum;
1149                         //      R_Mesh_State_Texture(&m);
1150                         //}
1151                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1152                         {
1153                                 GL_VertexPointer(mesh->vertex3f);
1154                                 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1155                                 R_Mesh_State_Texture(&m);
1156                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1157                         }
1158                 }
1159         }
1160 }
1161
1162 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1163 {
1164         const msurface_t *surf;
1165         const surfmesh_t *mesh;
1166         float colorscale;
1167         rmeshstate_t m;
1168
1169         memset(&m, 0, sizeof(m));
1170         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1171         GL_DepthMask(false);
1172         GL_DepthTest(true);
1173         m.tex[0] = R_GetTexture(texture->skin.base);
1174         colorscale = r_colorscale;
1175         if (gl_combine.integer)
1176         {
1177                 m.texrgbscale[0] = 4;
1178                 colorscale *= 0.25f;
1179         }
1180         GL_ColorPointer(varray_color4f);
1181         while((surf = *surfchain++) != NULL)
1182         {
1183                 if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
1184                 {
1185                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1186                         {
1187                                 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1188                                 {
1189                                         GL_VertexPointer(mesh->vertex3f);
1190                                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1191                                         R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
1192                                         R_Mesh_State_Texture(&m);
1193                                         RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
1194                                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1195                                 }
1196                         }
1197                 }
1198         }
1199 }
1200
1201 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1202 {
1203         const msurface_t *surf;
1204         const surfmesh_t *mesh;
1205         rmeshstate_t m;
1206         float modelorg[3];
1207         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1208         memset(&m, 0, sizeof(m));
1209         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1210         GL_DepthMask(false);
1211         GL_DepthTest(true);
1212         GL_ColorPointer(varray_color4f);
1213         while((surf = *surfchain++) != NULL)
1214         {
1215                 if (surf->visframe == r_framecount)
1216                 {
1217                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1218                         {
1219                                 GL_VertexPointer(mesh->vertex3f);
1220                                 if (m.tex[0])
1221                                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1222                                 R_Mesh_State_Texture(&m);
1223                                 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
1224                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1225                         }
1226                 }
1227         }
1228 }
1229
1230 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1231 {
1232         const msurface_t *surf;
1233         const surfmesh_t *mesh;
1234         rmeshstate_t m;
1235         memset(&m, 0, sizeof(m));
1236         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1237         GL_DepthMask(false);
1238         GL_DepthTest(true);
1239         m.tex[0] = R_GetTexture(texture->skin.detail);
1240         GL_Color(1, 1, 1, 1);
1241         while((surf = *surfchain++) != NULL)
1242         {
1243                 if (surf->visframe == r_framecount)
1244                 {
1245                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1246                         {
1247                                 GL_VertexPointer(mesh->vertex3f);
1248                                 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1249                                 R_Mesh_State_Texture(&m);
1250                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1251                         }
1252                 }
1253         }
1254 }
1255
1256 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1257 {
1258         const msurface_t *surf;
1259         const surfmesh_t *mesh;
1260         rmeshstate_t m;
1261         memset(&m, 0, sizeof(m));
1262         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1263         GL_DepthMask(false);
1264         GL_DepthTest(true);
1265         m.tex[0] = R_GetTexture(texture->skin.glow);
1266         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1267         while((surf = *surfchain++) != NULL)
1268         {
1269                 if (surf->visframe == r_framecount)
1270                 {
1271                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1272                         {
1273                                 GL_VertexPointer(mesh->vertex3f);
1274                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1275                                 R_Mesh_State_Texture(&m);
1276                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1277                         }
1278                 }
1279         }
1280 }
1281
1282 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1283 {
1284         const msurface_t *surf;
1285         const surfmesh_t *mesh;
1286         rmeshstate_t m;
1287         memset(&m, 0, sizeof(m));
1288         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1289         GL_DepthMask(true);
1290         m.tex[0] = R_GetTexture(texture->skin.glow);
1291         if (m.tex[0])
1292                 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1293         else
1294                 GL_Color(0, 0, 0, 1);
1295         while((surf = *surfchain++) != NULL)
1296         {
1297                 if (surf->visframe == r_framecount)
1298                 {
1299                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1300                         {
1301                                 GL_VertexPointer(mesh->vertex3f);
1302                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1303                                 R_Mesh_State_Texture(&m);
1304                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1305                         }
1306                 }
1307         }
1308 }
1309
1310 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1311 {
1312         const entity_render_t *ent = calldata1;
1313         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1314         int rendertype;
1315         float currentalpha;
1316         texture_t *texture;
1317         R_Mesh_Matrix(&ent->matrix);
1318
1319         texture = surf->texinfo->texture;
1320         if (texture->animated)
1321                 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];
1322
1323         currentalpha = ent->alpha;
1324         if (texture->flags & SURF_WATERALPHA)
1325                 currentalpha *= r_wateralpha.value;
1326         if (ent->effects & EF_ADDITIVE)
1327                 rendertype = SURFRENDER_ADD;
1328         else if (currentalpha < 1 || texture->skin.fog != NULL)
1329                 rendertype = SURFRENDER_ALPHA;
1330         else
1331                 rendertype = SURFRENDER_OPAQUE;
1332
1333         RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1334         if (texture->skin.glow)
1335                 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1336         if (fogenabled)
1337                 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1338 }
1339
1340 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1341 {
1342         const msurface_t *surf;
1343         msurface_t **chain;
1344         vec3_t center;
1345         if (texture->rendertype != SURFRENDER_OPAQUE)
1346         {
1347                 // transparent vertex shaded from lightmap
1348                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1349                 {
1350                         if (surf->visframe == r_framecount)
1351                         {
1352                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1353                                 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1354                         }
1355                 }
1356         }
1357         else if (r_shadow_realtime_world.integer)
1358         {
1359                 // opaque base lighting
1360                 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1361                 if (fogenabled)
1362                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1363         }
1364         else if (r_vertexsurfaces.integer)
1365         {
1366                 // opaque vertex shaded from lightmap
1367                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1368                         if (surf->visframe == r_framecount)
1369                                 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
1370                 if (texture->skin.glow)
1371                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1372                                 if (surf->visframe == r_framecount)
1373                                         RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
1374                 if (fogenabled)
1375                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1376                                 if (surf->visframe == r_framecount)
1377                                         RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
1378         }
1379         else
1380         {
1381                 // opaque lightmapped
1382                 if (r_textureunits.integer >= 2)
1383                 {
1384                         if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1385                                 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1386                         else
1387                         {
1388                                 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1389                                 if (r_detailtextures.integer)
1390                                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1391                         }
1392                 }
1393                 else
1394                 {
1395                         RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1396                         RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1397                         if (r_detailtextures.integer)
1398                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1399                 }
1400                 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1401                         RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
1402                 if (texture->skin.glow)
1403                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1404                 if (fogenabled)
1405                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1406         }
1407 }
1408
1409 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1410 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1411 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1412
1413 int Cshader_count = 3;
1414 Cshader_t *Cshaders[3] =
1415 {
1416         &Cshader_wall_lightmap,
1417         &Cshader_water,
1418         &Cshader_sky
1419 };
1420
1421 void R_UpdateTextureInfo(entity_render_t *ent)
1422 {
1423         int i, texframe, alttextures;
1424         texture_t *t;
1425
1426         if (!ent->model)
1427                 return;
1428
1429         alttextures = ent->frame != 0;
1430         texframe = (int)(cl.time * 5.0f);
1431         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1432         {
1433                 t = ent->model->brushq1.textures + i;
1434                 t->currentalpha = ent->alpha;
1435                 if (t->flags & SURF_WATERALPHA)
1436                         t->currentalpha *= r_wateralpha.value;
1437                 if (ent->effects & EF_ADDITIVE)
1438                         t->rendertype = SURFRENDER_ADD;
1439                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1440                         t->rendertype = SURFRENDER_ALPHA;
1441                 else
1442                         t->rendertype = SURFRENDER_OPAQUE;
1443                 // we don't need to set currentframe if t->animated is false because
1444                 // it was already set up by the texture loader for non-animating
1445                 if (t->animated)
1446                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1447         }
1448 }
1449
1450 void R_PrepareSurfaces(entity_render_t *ent)
1451 {
1452         int i, numsurfaces, *surfacevisframes;
1453         model_t *model;
1454         msurface_t *surf, *surfaces, **surfchain;
1455         vec3_t modelorg;
1456
1457         if (!ent->model)
1458                 return;
1459
1460         model = ent->model;
1461         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1462         numsurfaces = model->brushq1.nummodelsurfaces;
1463         surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1464         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1465
1466         R_UpdateTextureInfo(ent);
1467
1468         if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1469                 R_MarkLights(ent);
1470
1471         if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1472         {
1473                 model->brushq1.light_ambient = r_ambient.value;
1474                 model->brushq1.light_scalebit = r_lightmapscalebit;
1475                 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1476                         model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1477         }
1478         else
1479         {
1480                 for (i = 0;i < model->brushq1.light_styles;i++)
1481                 {
1482                         if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1483                         {
1484                                 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1485                                 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1486                                         (**surfchain).cached_dlight = true;
1487                         }
1488                 }
1489         }
1490
1491         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1492         {
1493                 if (surfacevisframes[i] == r_framecount)
1494                 {
1495 #if !WORLDNODECULLBACKFACES
1496                         // mark any backface surfaces as not visible
1497                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1498                         {
1499                                 if (!(surf->flags & SURF_PLANEBACK))
1500                                         surfacevisframes[i] = -1;
1501                         }
1502                         else
1503                         {
1504                                 if ((surf->flags & SURF_PLANEBACK))
1505                                         surfacevisframes[i] = -1;
1506                         }
1507                         if (surfacevisframes[i] == r_framecount)
1508 #endif
1509                         {
1510                                 c_faces++;
1511                                 surf->visframe = r_framecount;
1512                                 if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
1513                                         R_BuildLightMap(ent, surf);
1514                         }
1515                 }
1516         }
1517 }
1518
1519 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1520 {
1521         int i;
1522         texture_t *t;
1523         if (ent->model == NULL)
1524                 return;
1525         R_Mesh_Matrix(&ent->matrix);
1526         for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1527                 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1528                         t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1529 }
1530
1531 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1532 {
1533         int i;
1534         float *v;
1535         rmeshstate_t m;
1536         const entity_render_t *ent = calldata1;
1537         const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1538         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1539         GL_DepthMask(false);
1540         GL_DepthTest(true);
1541         R_Mesh_Matrix(&ent->matrix);
1542         GL_VertexPointer(varray_vertex3f);
1543
1544         memset(&m, 0, sizeof(m));
1545         R_Mesh_State_Texture(&m);
1546
1547         i = portal - ent->model->brushq1.portals;
1548         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
1549                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
1550                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
1551                          0.125f);
1552         if (PlaneDiff(r_origin, (&portal->plane)) > 0)
1553         {
1554                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1555                         VectorCopy(portal->points[i].position, v);
1556         }
1557         else
1558                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1559                         VectorCopy(portal->points[i].position, v);
1560         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1561 }
1562
1563 // LordHavoc: this is just a nice debugging tool, very slow
1564 static void R_DrawPortals(entity_render_t *ent)
1565 {
1566         int i;
1567         mportal_t *portal, *endportal;
1568         float temp[3], center[3], f;
1569         if (ent->model == NULL)
1570                 return;
1571         for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1572         {
1573                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1574                 {
1575                         VectorClear(temp);
1576                         for (i = 0;i < portal->numpoints;i++)
1577                                 VectorAdd(temp, portal->points[i].position, temp);
1578                         f = ixtable[portal->numpoints];
1579                         VectorScale(temp, f, temp);
1580                         Matrix4x4_Transform(&ent->matrix, temp, center);
1581                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1582                 }
1583         }
1584 }
1585
1586 void R_PrepareBrushModel(entity_render_t *ent)
1587 {
1588         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1589         msurface_t *surf;
1590         model_t *model;
1591 #if WORLDNODECULLBACKFACES
1592         vec3_t modelorg;
1593 #endif
1594
1595         // because bmodels can be reused, we have to decide which things to render
1596         // from scratch every time
1597         model = ent->model;
1598         if (model == NULL)
1599                 return;
1600 #if WORLDNODECULLBACKFACES
1601         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1602 #endif
1603         numsurfaces = model->brushq1.nummodelsurfaces;
1604         surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1605         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1606         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1607         for (i = 0;i < numsurfaces;i++, surf++)
1608         {
1609 #if WORLDNODECULLBACKFACES
1610                 // mark any backface surfaces as not visible
1611                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1612                 {
1613                         if ((surf->flags & SURF_PLANEBACK))
1614                                 surfacevisframes[i] = r_framecount;
1615                 }
1616                 else if (!(surf->flags & SURF_PLANEBACK))
1617                         surfacevisframes[i] = r_framecount;
1618 #else
1619                 surfacevisframes[i] = r_framecount;
1620 #endif
1621                 surf->dlightframe = -1;
1622         }
1623         R_PrepareSurfaces(ent);
1624 }
1625
1626 void R_SurfaceWorldNode (entity_render_t *ent)
1627 {
1628         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1629         msurface_t *surf;
1630         mleaf_t *leaf;
1631         model_t *model;
1632         vec3_t modelorg;
1633
1634         // equivilant to quake's RecursiveWorldNode but faster and more effective
1635         model = ent->model;
1636         if (model == NULL)
1637                 return;
1638         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1639         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1640         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1641
1642         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1643         {
1644                 if (!R_CullBox (leaf->mins, leaf->maxs))
1645                 {
1646                         c_leafs++;
1647                         leaf->visframe = r_framecount;
1648                 }
1649         }
1650
1651         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1652         {
1653                 surfnum = model->brushq1.pvssurflist[i];
1654                 surf = model->brushq1.surfaces + surfnum;
1655 #if WORLDNODECULLBACKFACES
1656                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1657                 {
1658                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1659                                 surfacevisframes[surfnum] = r_framecount;
1660                 }
1661                 else
1662                 {
1663                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1664                                 surfacevisframes[surfnum] = r_framecount;
1665                 }
1666 #else
1667                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1668                         surfacevisframes[surfnum] = r_framecount;
1669 #endif
1670         }
1671 }
1672
1673 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1674 {
1675         int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1676 #if WORLDNODECULLBACKFACES
1677         int n;
1678         msurface_t *surf;
1679 #endif
1680         mleaf_t *leaf, *leafstack[8192];
1681         mportal_t *p;
1682         vec3_t modelorg;
1683         msurface_t *surfaces;
1684         if (ent->model == NULL)
1685                 return;
1686         // LordHavoc: portal-passage worldnode with PVS;
1687         // follows portals leading outward from viewleaf, does not venture
1688         // offscreen or into leafs that are not visible, faster than Quake's
1689         // RecursiveWorldNode
1690         surfaces = ent->model->brushq1.surfaces;
1691         surfacevisframes = ent->model->brushq1.surfacevisframes;
1692         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1693         viewleaf->worldnodeframe = r_framecount;
1694         leafstack[0] = viewleaf;
1695         leafstackpos = 1;
1696         while (leafstackpos)
1697         {
1698                 c_leafs++;
1699                 leaf = leafstack[--leafstackpos];
1700                 leaf->visframe = r_framecount;
1701                 // draw any surfaces bounding this leaf
1702                 if (leaf->nummarksurfaces)
1703                 {
1704                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1705                         {
1706 #if WORLDNODECULLBACKFACES
1707                                 n = *mark++;
1708                                 if (surfacevisframes[n] != r_framecount)
1709                                 {
1710                                         surf = surfaces + n;
1711                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1712                                         {
1713                                                 if ((surf->flags & SURF_PLANEBACK))
1714                                                         surfacevisframes[n] = r_framecount;
1715                                         }
1716                                         else
1717                                         {
1718                                                 if (!(surf->flags & SURF_PLANEBACK))
1719                                                         surfacevisframes[n] = r_framecount;
1720                                         }
1721                                 }
1722 #else
1723                                 surfacevisframes[*mark++] = r_framecount;
1724 #endif
1725                         }
1726                 }
1727                 // follow portals into other leafs
1728                 for (p = leaf->portals;p;p = p->next)
1729                 {
1730                         // LordHavoc: this DotProduct hurts less than a cache miss
1731                         // (which is more likely to happen if backflowing through leafs)
1732                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1733                         {
1734                                 leaf = p->past;
1735                                 if (leaf->worldnodeframe != r_framecount)
1736                                 {
1737                                         leaf->worldnodeframe = r_framecount;
1738                                         // FIXME: R_CullBox is absolute, should be done relative
1739                                         bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1740                                         if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1741                                                 leafstack[leafstackpos++] = leaf;
1742                                 }
1743                         }
1744                 }
1745         }
1746 }
1747
1748 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1749 {
1750         int j, c, *surfacepvsframes, *mark;
1751         mleaf_t *leaf;
1752         model_t *model;
1753
1754         model = ent->model;
1755         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1756         {
1757                 model->brushq1.pvsframecount++;
1758                 model->brushq1.pvsviewleaf = viewleaf;
1759                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1760                 model->brushq1.pvsleafchain = NULL;
1761                 model->brushq1.pvssurflistlength = 0;
1762                 if (viewleaf)
1763                 {
1764                         surfacepvsframes = model->brushq1.surfacepvsframes;
1765                         for (j = 0;j < model->brushq1.visleafs;j++)
1766                         {
1767                                 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1768                                 {
1769                                         leaf = model->brushq1.leafs + j + 1;
1770                                         leaf->pvsframe = model->brushq1.pvsframecount;
1771                                         leaf->pvschain = model->brushq1.pvsleafchain;
1772                                         model->brushq1.pvsleafchain = leaf;
1773                                         // mark surfaces bounding this leaf as visible
1774                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1775                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1776                                 }
1777                         }
1778                         model->brushq1.BuildPVSTextureChains(model);
1779                 }
1780         }
1781 }
1782
1783 void R_WorldVisibility(entity_render_t *ent)
1784 {
1785         vec3_t modelorg;
1786         mleaf_t *viewleaf;
1787
1788         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1789         viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1790         R_PVSUpdate(ent, viewleaf);
1791
1792         if (!viewleaf)
1793                 return;
1794
1795         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1796                 R_SurfaceWorldNode (ent);
1797         else
1798                 R_PortalWorldNode (ent, viewleaf);
1799 }
1800
1801 void R_DrawWorld(entity_render_t *ent)
1802 {
1803         if (ent->model == NULL)
1804                 return;
1805         if (!ent->model->brushq1.numleafs && ent->model->Draw)
1806                 ent->model->Draw(ent);
1807         else
1808         {
1809                 R_PrepareSurfaces(ent);
1810                 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1811                 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1812                 if (r_drawportals.integer)
1813                         R_DrawPortals(ent);
1814         }
1815 }
1816
1817 void R_Model_Brush_DrawSky(entity_render_t *ent)
1818 {
1819         if (ent->model == NULL)
1820                 return;
1821         if (ent != &cl_entities[0].render)
1822                 R_PrepareBrushModel(ent);
1823         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1824 }
1825
1826 void R_Model_Brush_Draw(entity_render_t *ent)
1827 {
1828         if (ent->model == NULL)
1829                 return;
1830         c_bmodels++;
1831         if (ent != &cl_entities[0].render)
1832                 R_PrepareBrushModel(ent);
1833         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1834 }
1835
1836 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1837 {
1838         int i;
1839         msurface_t *surf;
1840         float projectdistance, f, temp[3], lightradius2;
1841         surfmesh_t *mesh;
1842         if (ent->model == NULL)
1843                 return;
1844         R_Mesh_Matrix(&ent->matrix);
1845         lightradius2 = lightradius * lightradius;
1846         R_UpdateTextureInfo(ent);
1847         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1848         for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1849         {
1850                 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1851                 {
1852                         f = PlaneDiff(relativelightorigin, surf->plane);
1853                         if (surf->flags & SURF_PLANEBACK)
1854                                 f = -f;
1855                         // draw shadows only for frontfaces and only if they are close
1856                         if (f >= 0.1 && f < lightradius)
1857                         {
1858                                 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1859                                 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1860                                 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1861                                 if (DotProduct(temp, temp) < lightradius2)
1862                                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1863                                                 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1864                         }
1865                 }
1866         }
1867 }
1868
1869 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)
1870 {
1871         int surfnum;
1872         msurface_t *surf;
1873         texture_t *t;
1874         surfmesh_t *mesh;
1875         if (ent->model == NULL)
1876                 return;
1877         R_Mesh_Matrix(&ent->matrix);
1878         R_UpdateTextureInfo(ent);
1879         for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1880         {
1881                 surf = surflist[surfnum];
1882                 if (surf->visframe == r_framecount)
1883                 {
1884                         t = surf->texinfo->texture->currentframe;
1885                         if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1886                         {
1887                                 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1888                                 {
1889                                         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);
1890                                         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);
1891                                 }
1892                         }
1893                 }
1894         }
1895 }
1896
1897 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)
1898 {
1899         int surfnum;
1900         msurface_t *surf;
1901         texture_t *t;
1902         float f, lightmins[3], lightmaxs[3];
1903         surfmesh_t *mesh;
1904         if (ent->model == NULL)
1905                 return;
1906         R_Mesh_Matrix(&ent->matrix);
1907         lightmins[0] = relativelightorigin[0] - lightradius;
1908         lightmins[1] = relativelightorigin[1] - lightradius;
1909         lightmins[2] = relativelightorigin[2] - lightradius;
1910         lightmaxs[0] = relativelightorigin[0] + lightradius;
1911         lightmaxs[1] = relativelightorigin[1] + lightradius;
1912         lightmaxs[2] = relativelightorigin[2] + lightradius;
1913         R_UpdateTextureInfo(ent);
1914         for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1915         {
1916                 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1917                 {
1918                         f = PlaneDiff(relativelightorigin, surf->plane);
1919                         if (surf->flags & SURF_PLANEBACK)
1920                                 f = -f;
1921                         if (f >= -0.1 && f < lightradius)
1922                         {
1923                                 t = surf->texinfo->texture->currentframe;
1924                                 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1925                                 {
1926                                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1927                                         {
1928                                                 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);
1929                                                 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);
1930                                         }
1931                                 }
1932                         }
1933                 }
1934         }
1935 }
1936
1937 void R_DrawCollisionBrush(colbrushf_t *brush)
1938 {
1939         int i;
1940         i = ((int)brush) / sizeof(colbrushf_t);
1941         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);
1942         GL_VertexPointer(brush->points->v);
1943         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1944 }
1945
1946 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1947 {
1948         rmeshstate_t m;
1949         if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
1950                 return;
1951         face->visframe = r_framecount;
1952         memset(&m, 0, sizeof(m));
1953         GL_BlendFunc(GL_ONE, GL_ZERO);
1954         GL_DepthMask(true);
1955         GL_DepthTest(true);
1956         m.tex[0] = R_GetTexture(face->texture->skin.base);
1957         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1958         if (face->lightmaptexture)
1959         {
1960                 m.tex[1] = R_GetTexture(face->lightmaptexture);
1961                 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1962                 m.texrgbscale[1] = 2;
1963                 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1964         }
1965         else
1966         {
1967                 m.texrgbscale[0] = 2;
1968                 GL_ColorPointer(face->data_color4f);
1969         }
1970         R_Mesh_State_Texture(&m);
1971         GL_VertexPointer(face->data_vertex3f);
1972         R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1973 }
1974
1975 /*
1976 void R_Q3BSP_DrawSky(entity_render_t *ent)
1977 {
1978 }
1979 */
1980
1981 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
1982 {
1983         int i;
1984         q3mleaf_t *leaf;
1985         q3mface_t *face;
1986         while (node->isnode)
1987         {
1988                 if (R_CullBox(node->mins, node->maxs))
1989                         return;
1990                 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
1991                 node = node->children[1];
1992         }
1993         if (R_CullBox(node->mins, node->maxs))
1994                 return;
1995         leaf = (q3mleaf_t *)node;
1996         if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
1997         {
1998                 for (i = 0;i < leaf->numleaffaces;i++)
1999                 {
2000                         face = leaf->firstleafface[i];
2001                         if (face->markframe != markframe)
2002                         {
2003                                 face->markframe = markframe;
2004                                 if (!R_CullBox(face->mins, face->maxs))
2005                                         R_Q3BSP_DrawFace(ent, face);
2006                         }
2007                 }
2008         }
2009 }
2010
2011
2012
2013 void R_Q3BSP_Draw(entity_render_t *ent)
2014 {
2015         int i;
2016         q3mface_t *face;
2017         vec3_t modelorg;
2018         model_t *model;
2019         qbyte *pvs;
2020         static int markframe = 0;
2021         R_Mesh_Matrix(&ent->matrix);
2022         model = ent->model;
2023         if (r_drawcollisionbrushes.integer < 2)
2024         {
2025                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2026                 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2027                         R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2028                 else
2029                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2030                                 R_Q3BSP_DrawFace(ent, face);
2031         }
2032         if (r_drawcollisionbrushes.integer >= 1)
2033         {
2034                 rmeshstate_t m;
2035                 memset(&m, 0, sizeof(m));
2036                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2037                 GL_DepthMask(false);
2038                 GL_DepthTest(true);
2039                 R_Mesh_State_Texture(&m);
2040                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2041                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2042                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2043         }
2044 }
2045
2046 /*
2047 void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
2048 {
2049 }
2050 */
2051
2052 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2053 {
2054         int i;
2055         q3mface_t *face;
2056         vec3_t modelorg, lightmins, lightmaxs;
2057         model_t *model;
2058         float projectdistance;
2059         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2060         if (r_drawcollisionbrushes.integer < 2)
2061         {
2062                 model = ent->model;
2063                 R_Mesh_Matrix(&ent->matrix);
2064                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2065                 lightmins[0] = relativelightorigin[0] - lightradius;
2066                 lightmins[1] = relativelightorigin[1] - lightradius;
2067                 lightmins[2] = relativelightorigin[2] - lightradius;
2068                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2069                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2070                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2071                 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2072                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2073                 //else
2074                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2075                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2076                                         R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
2077         }
2078 }
2079
2080 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)
2081 {
2082         if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
2083                 return;
2084         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);
2085         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);
2086 }
2087
2088 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)
2089 {
2090         int i;
2091         q3mface_t *face;
2092         vec3_t modelorg, lightmins, lightmaxs;
2093         model_t *model;
2094         //qbyte *pvs;
2095         //static int markframe = 0;
2096         if (r_drawcollisionbrushes.integer < 2)
2097         {
2098                 model = ent->model;
2099                 R_Mesh_Matrix(&ent->matrix);
2100                 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2101                 lightmins[0] = relativelightorigin[0] - lightradius;
2102                 lightmins[1] = relativelightorigin[1] - lightradius;
2103                 lightmins[2] = relativelightorigin[2] - lightradius;
2104                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2105                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2106                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2107                 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2108                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2109                 //else
2110                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2111                                 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2112                                         R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
2113         }
2114 }
2115
2116 static void gl_surf_start(void)
2117 {
2118 }
2119
2120 static void gl_surf_shutdown(void)
2121 {
2122 }
2123
2124 static void gl_surf_newmap(void)
2125 {
2126 }
2127
2128 void GL_Surf_Init(void)
2129 {
2130         int i;
2131         dlightdivtable[0] = 4194304;
2132         for (i = 1;i < 32768;i++)
2133                 dlightdivtable[i] = 4194304 / (i << 7);
2134
2135         Cvar_RegisterVariable(&r_ambient);
2136         Cvar_RegisterVariable(&r_vertexsurfaces);
2137         Cvar_RegisterVariable(&r_dlightmap);
2138         Cvar_RegisterVariable(&r_drawportals);
2139         Cvar_RegisterVariable(&r_testvis);
2140         Cvar_RegisterVariable(&r_floatbuildlightmap);
2141         Cvar_RegisterVariable(&r_detailtextures);
2142         Cvar_RegisterVariable(&r_surfaceworldnode);
2143         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2144
2145         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2146 }
2147