minor speed increase in surface shaders, by splitting out surfaces with and without...
[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
24 #define MAX_LIGHTMAP_SIZE 256
25
26 static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
27
28 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
29
30 cvar_t r_ambient = {0, "r_ambient", "0"};
31 cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
32 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35
36 static void gl_surf_start(void)
37 {
38 }
39
40 static void gl_surf_shutdown(void)
41 {
42 }
43
44 static void gl_surf_newmap(void)
45 {
46 }
47
48 static int dlightdivtable[32768];
49
50 void GL_Surf_Init(void)
51 {
52         int i;
53         dlightdivtable[0] = 4194304;
54         for (i = 1;i < 32768;i++)
55                 dlightdivtable[i] = 4194304 / (i << 7);
56
57         Cvar_RegisterVariable(&r_ambient);
58         Cvar_RegisterVariable(&r_vertexsurfaces);
59         Cvar_RegisterVariable(&r_dlightmap);
60         Cvar_RegisterVariable(&r_drawportals);
61         Cvar_RegisterVariable(&r_testvis);
62
63         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
64 }
65
66 static int R_AddDynamicLights (msurface_t *surf)
67 {
68         int         sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
69         unsigned int *bl;
70         float       dist;
71         vec3_t      impact, local;
72
73         // LordHavoc: use 64bit integer...  shame it's not very standardized...
74 #if _MSC_VER || __BORLANDC__
75         __int64     k;
76 #else
77         long long   k;
78 #endif
79
80         lit = false;
81
82         smax = (surf->extents[0] >> 4) + 1;
83         tmax = (surf->extents[1] >> 4) + 1;
84
85         for (lnum = 0; lnum < r_numdlights; lnum++)
86         {
87                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
88                         continue;                                       // not lit by this light
89
90                 softwareuntransform(r_dlight[lnum].origin, local);
91 //              VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local);
92                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
93
94                 // for comparisons to minimum acceptable light
95                 // compensate for LIGHTOFFSET
96                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
97
98                 // already clamped, skip this
99                 // clamp radius to avoid exceeding 32768 entry division table
100                 //if (maxdist > 4194304)
101                 //      maxdist = 4194304;
102
103                 dist2 = dist * dist;
104                 dist2 += LIGHTOFFSET;
105                 if (dist2 >= maxdist)
106                         continue;
107
108                 impact[0] = local[0] - surf->plane->normal[0] * dist;
109                 impact[1] = local[1] - surf->plane->normal[1] * dist;
110                 impact[2] = local[2] - surf->plane->normal[2] * dist;
111
112                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
113                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
114
115                 s = bound(0, impacts, smax * 16) - impacts;
116                 t = bound(0, impactt, tmax * 16) - impactt;
117                 i = s * s + t * t + dist2;
118                 if (i > maxdist)
119                         continue;
120
121                 // reduce calculations
122                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
123                         sdtable[s] = i * i + dist2;
124
125                 maxdist3 = maxdist - dist2;
126
127                 // convert to 8.8 blocklights format
128                 red = r_dlight[lnum].light[0];
129                 green = r_dlight[lnum].light[1];
130                 blue = r_dlight[lnum].light[2];
131                 subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
132                 bl = blocklights;
133                 smax3 = smax * 3;
134
135                 i = impactt;
136                 for (t = 0;t < tmax;t++, i -= 16)
137                 {
138                         td = i * i;
139                         // make sure some part of it is visible on this line
140                         if (td < maxdist3)
141                         {
142                                 maxdist2 = maxdist - td;
143                                 for (s = 0;s < smax;s++)
144                                 {
145                                         if (sdtable[s] < maxdist2)
146                                         {
147                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
148                                                 if (k > 0)
149                                                 {
150                                                         bl[0] += (red   * k) >> 8;
151                                                         bl[1] += (green * k) >> 8;
152                                                         bl[2] += (blue  * k) >> 8;
153                                                         lit = true;
154                                                 }
155                                         }
156                                         bl += 3;
157                                 }
158                         }
159                         else // skip line
160                                 bl += smax3;
161                 }
162         }
163         return lit;
164 }
165
166 void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
167 {
168         float ndist;
169         msurface_t *surf, *endsurf;
170         int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
171         qbyte *bl;
172         vec3_t impact;
173         // LordHavoc: use 64bit integer...  shame it's not very standardized...
174 #if _MSC_VER || __BORLANDC__
175         __int64     k;
176 #else
177         long long   k;
178 #endif
179
180
181         // for comparisons to minimum acceptable light
182         // compensate for 4096 offset
183         maxdist = radius * radius + 4096;
184
185         // clamp radius to avoid exceeding 32768 entry division table
186         if (maxdist > 4194304)
187                 maxdist = 4194304;
188
189         subtract = (int) ((1.0f / maxdist) * 4194304.0f);
190
191 loc0:
192         if (node->contents < 0)
193                 return;
194         ndist = PlaneDiff(origin, node->plane);
195         if (ndist > radius)
196         {
197                 node = node->children[0];
198                 goto loc0;
199         }
200         if (ndist < -radius)
201         {
202                 node = node->children[1];
203                 goto loc0;
204         }
205
206         dist2 = ndist * ndist;
207         dist2 += 4096.0f;
208         if (dist2 < maxdist)
209         {
210                 maxdist3 = maxdist - dist2;
211
212                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
213                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
214                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
215
216                 for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
217                 {
218                         if (surf->stainsamples)
219                         {
220                                 smax = (surf->extents[0] >> 4) + 1;
221                                 tmax = (surf->extents[1] >> 4) + 1;
222
223                                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
224                                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
225
226                                 s = bound(0, impacts, smax * 16) - impacts;
227                                 t = bound(0, impactt, tmax * 16) - impactt;
228                                 i = s * s + t * t + dist2;
229                                 if (i > maxdist)
230                                         continue;
231
232                                 // reduce calculations
233                                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
234                                         sdtable[s] = i * i + dist2;
235
236                                 // convert to 8.8 blocklights format
237                                 bl = surf->stainsamples;
238                                 smax3 = smax * 3;
239                                 stained = false;
240
241                                 i = impactt;
242                                 for (t = 0;t < tmax;t++, i -= 16)
243                                 {
244                                         td = i * i;
245                                         // make sure some part of it is visible on this line
246                                         if (td < maxdist3)
247                                         {
248                                                 maxdist2 = maxdist - td;
249                                                 for (s = 0;s < smax;s++)
250                                                 {
251                                                         if (sdtable[s] < maxdist2)
252                                                         {
253                                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
254                                                                 if (k > 0)
255                                                                 {
256                                                                         ratio = rand() & 255;
257                                                                         ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
258                                                                         a = (ca * k) >> 8;
259                                                                         if (a > 0)
260                                                                         {
261                                                                                 a = bound(0, a, 256);
262                                                                                 cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
263                                                                                 cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
264                                                                                 cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
265                                                                                 bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
266                                                                                 bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
267                                                                                 bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
268                                                                                 stained = true;
269                                                                         }
270                                                                 }
271                                                         }
272                                                         bl += 3;
273                                                 }
274                                         }
275                                         else // skip line
276                                                 bl += smax3;
277                                 }
278                                 // force lightmap upload
279                                 if (stained)
280                                         surf->cached_dlight = true;
281                         }
282                 }
283         }
284
285         if (node->children[0]->contents >= 0)
286         {
287                 if (node->children[1]->contents >= 0)
288                 {
289                         R_StainNode(node->children[0], model, origin, radius, icolor);
290                         node = node->children[1];
291                         goto loc0;
292                 }
293                 else
294                 {
295                         node = node->children[0];
296                         goto loc0;
297                 }
298         }
299         else if (node->children[1]->contents >= 0)
300         {
301                 node = node->children[1];
302                 goto loc0;
303         }
304 }
305
306 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
307 {
308         int n, icolor[8];
309         entity_render_t *ent;
310         model_t *model;
311         vec3_t org;
312         icolor[0] = cr1;
313         icolor[1] = cg1;
314         icolor[2] = cb1;
315         icolor[3] = ca1;
316         icolor[4] = cr2;
317         icolor[5] = cg2;
318         icolor[6] = cb2;
319         icolor[7] = ca2;
320
321         model = cl.worldmodel;
322         softwaretransformidentity();
323         R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
324
325         // look for embedded bmodels
326         for (n = 1;n < MAX_EDICTS;n++)
327         {
328                 ent = &cl_entities[n].render;
329                 model = ent->model;
330                 if (model && model->name[0] == '*')
331                 {
332                         Mod_CheckLoaded(model);
333                         if (model->type == mod_brush)
334                         {
335                                 softwaretransformforentity(ent);
336                                 softwareuntransform(origin, org);
337                                 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
338                         }
339                 }
340         }
341 }
342
343 /*
344 ===============
345 R_BuildLightMap
346
347 Combine and scale multiple lightmaps into the 8.8 format in blocklights
348 ===============
349 */
350 static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
351 {
352         int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
353         qbyte *lightmap, *out, *stain;
354
355         // update cached lighting info
356         surf->cached_dlight = 0;
357         surf->cached_lightscalebit = lightscalebit;
358         surf->cached_ambient = r_ambient.value;
359         surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
360         surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
361         surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
362         surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
363
364         smax = (surf->extents[0]>>4)+1;
365         tmax = (surf->extents[1]>>4)+1;
366         size = smax*tmax;
367         size3 = size*3;
368         lightmap = surf->samples;
369
370 // set to full bright if no light data
371         if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
372         {
373                 bl = blocklights;
374                 for (i = 0;i < size;i++)
375                 {
376                         *bl++ = 255*256;
377                         *bl++ = 255*256;
378                         *bl++ = 255*256;
379                 }
380         }
381         else
382         {
383 // clear to no light
384                 j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
385                 if (j)
386                 {
387                         bl = blocklights;
388                         for (i = 0;i < size3;i++)
389                                 *bl++ = j;
390                 }
391                 else
392                         memset(&blocklights[0], 0, size*3*sizeof(int));
393
394                 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
395                 {
396                         surf->cached_dlight = R_AddDynamicLights(surf);
397                         if (surf->cached_dlight)
398                                 c_light_polys++;
399                         else if (dlightchanged)
400                                 return; // don't upload if only updating dlights and none mattered
401                 }
402
403 // add all the lightmaps
404                 if (lightmap)
405                         for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
406                                 for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
407                                         *bl++ += *lightmap++ * scale;
408         }
409
410         stain = surf->stainsamples;
411         if (stain)
412                 for (bl = blocklights, i = 0;i < size3;i++)
413                         if (stain[i] < 255)
414                                 bl[i] = (bl[i] * stain[i]) >> 8;
415
416         bl = blocklights;
417         out = templight;
418         // deal with lightmap brightness scale
419         shift = 7 + lightscalebit;
420         if (currentrenderentity->model->lightmaprgba)
421         {
422                 stride = (surf->lightmaptexturestride - smax) * 4;
423                 for (i = 0;i < tmax;i++, out += stride)
424                 {
425                         for (j = 0;j < smax;j++)
426                         {
427                                 l = *bl++ >> shift;*out++ = min(l, 255);
428                                 l = *bl++ >> shift;*out++ = min(l, 255);
429                                 l = *bl++ >> shift;*out++ = min(l, 255);
430                                 *out++ = 255;
431                         }
432                 }
433         }
434         else
435         {
436                 stride = (surf->lightmaptexturestride - smax) * 3;
437                 for (i = 0;i < tmax;i++, out += stride)
438                 {
439                         for (j = 0;j < smax;j++)
440                         {
441                                 l = *bl++ >> shift;*out++ = min(l, 255);
442                                 l = *bl++ >> shift;*out++ = min(l, 255);
443                                 l = *bl++ >> shift;*out++ = min(l, 255);
444                         }
445                 }
446         }
447
448         R_UpdateTexture(surf->lightmaptexture, templight);
449 }
450
451 /*
452 ===============
453 R_TextureAnimation
454
455 Returns the proper texture for a given time and base texture
456 ===============
457 */
458 /*
459 // note: this was manually inlined in R_PrepareSurfaces
460 static texture_t *R_TextureAnimation (texture_t *base)
461 {
462         if (currentrenderentity->frame && base->alternate_anims != NULL)
463                 base = base->alternate_anims;
464
465         if (base->anim_total < 2)
466                 return base;
467
468         return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
469 }
470 */
471
472
473 /*
474 =============================================================
475
476         BRUSH MODELS
477
478 =============================================================
479 */
480
481
482 static float turbsin[256] =
483 {
484         #include "gl_warp_sin.h"
485 };
486 #define TURBSCALE (256.0 / (2 * M_PI))
487
488 #define MAX_SURFVERTS 1024
489 typedef struct
490 {
491         float v[4];
492         float st[2];
493         float uv[2];
494         float c[4];
495 }
496 surfvert_t;
497 static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
498
499 static int RSurfShader_Sky(int stage, msurface_t *s)
500 {
501         int                             i;
502         float                   number, length, dir[3], speedscale;
503         surfvertex_t    *v;
504         surfvert_t              *sv;
505         rmeshinfo_t             m;
506
507         // LordHavoc: HalfLife maps have freaky skypolys...
508         if (currentrenderentity->model->ishlbsp)
509                 return true;
510
511         if (stage == 0)
512         {
513                 if (skyrendermasked)
514                 {
515                         if (skyrendernow)
516                         {
517                                 skyrendernow = false;
518                                 R_Sky();
519                         }
520                         // draw depth-only polys
521                         memset(&m, 0, sizeof(m));
522                         m.transparent = false;
523                         m.blendfunc1 = GL_ZERO;
524                         m.blendfunc2 = GL_ONE;
525                         m.depthwrite = true;
526                         m.numtriangles = s->mesh.numtriangles;
527                         m.numverts = s->mesh.numverts;
528                         m.index = s->mesh.index;
529                         //m.cr = 0;
530                         //m.cg = 0;
531                         //m.cb = 0;
532                         //m.ca = 0;
533                         if (softwaretransform_complexity)
534                         {
535                                 m.vertex = &svert[0].v[0];
536                                 m.vertexstep = sizeof(surfvert_t);
537                                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
538                                         softwaretransform(v->v, sv->v);
539                         }
540                         else
541                         {
542                                 m.vertex = &s->mesh.vertex[0].v[0];
543                                 m.vertexstep = sizeof(surfvertex_t);
544                         }
545                         R_Mesh_Draw(&m);
546                 }
547                 else if (skyrenderglquake)
548                 {
549                         memset(&m, 0, sizeof(m));
550                         m.transparent = false;
551                         m.blendfunc1 = GL_ONE;
552                         m.blendfunc2 = GL_ZERO;
553                         m.numtriangles = s->mesh.numtriangles;
554                         m.numverts = s->mesh.numverts;
555                         m.index = s->mesh.index;
556                         m.vertex = &svert[0].v[0];
557                         m.vertexstep = sizeof(surfvert_t);
558                         m.cr = 1;
559                         m.cg = 1;
560                         m.cb = 1;
561                         m.ca = 1;
562                         m.tex[0] = R_GetTexture(solidskytexture);
563                         m.texcoords[0] = &svert[0].st[0];
564                         m.texcoordstep[0] = sizeof(surfvert_t);
565                         speedscale = cl.time * (8.0/128.0);
566                         speedscale -= (int)speedscale;
567                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
568                         {
569                                 softwaretransform(v->v, sv->v);
570                                 VectorSubtract (sv->v, r_origin, dir);
571                                 // flatten the sphere
572                                 dir[2] *= 3;
573
574                                 number = DotProduct(dir, dir);
575                                 #if SLOWMATH
576                                 length = 3.0f / sqrt(number);
577                                 #else
578                                 *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
579                                 length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
580                                 #endif
581
582                                 sv->st[0] = speedscale + dir[0] * length;
583                                 sv->st[1] = speedscale + dir[1] * length;
584                         }
585                         R_Mesh_Draw(&m);
586                 }
587                 else
588                 {
589                         // flat color
590                         memset(&m, 0, sizeof(m));
591                         m.transparent = false;
592                         m.blendfunc1 = GL_ONE;
593                         m.blendfunc2 = GL_ZERO;
594                         m.numtriangles = s->mesh.numtriangles;
595                         m.numverts = s->mesh.numverts;
596                         m.index = s->mesh.index;
597                         m.cr = fogcolor[0];
598                         m.cg = fogcolor[1];
599                         m.cb = fogcolor[2];
600                         m.ca = 1;
601                         if (softwaretransform_complexity)
602                         {
603                                 m.vertex = &svert[0].v[0];
604                                 m.vertexstep = sizeof(surfvert_t);
605                                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
606                                         softwaretransform(v->v, sv->v);
607                         }
608                         else
609                         {
610                                 m.vertex = &s->mesh.vertex[0].v[0];
611                                 m.vertexstep = sizeof(surfvertex_t);
612                         }
613                         R_Mesh_Draw(&m);
614                 }
615                 return false;
616         }
617         else if (stage == 1)
618         {
619                 if (skyrenderglquake)
620                 {
621                         memset(&m, 0, sizeof(m));
622                         m.transparent = false;
623                         m.blendfunc1 = GL_SRC_ALPHA;
624                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
625                         m.numtriangles = s->mesh.numtriangles;
626                         m.numverts = s->mesh.numverts;
627                         m.index = s->mesh.index;
628                         m.vertex = &svert[0].v[0];
629                         m.vertexstep = sizeof(surfvert_t);
630                         m.cr = 1;
631                         m.cg = 1;
632                         m.cb = 1;
633                         m.ca = 1;
634                         m.tex[0] = R_GetTexture(alphaskytexture);
635                         m.texcoords[0] = &svert[0].st[0];
636                         m.texcoordstep[0] = sizeof(surfvert_t);
637                         speedscale = cl.time * (16.0/128.0);
638                         speedscale -= (int)speedscale;
639                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
640                         {
641                                 softwaretransform(v->v, sv->v);
642                                 VectorSubtract (sv->v, r_origin, dir);
643                                 // flatten the sphere
644                                 dir[2] *= 3;
645
646                                 number = DotProduct(dir, dir);
647                                 #if SLOWMATH
648                                 length = 3.0f / sqrt(number);
649                                 #else
650                                 *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
651                                 length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
652                                 #endif
653
654                                 sv->st[0] = speedscale + dir[0] * length;
655                                 sv->st[1] = speedscale + dir[1] * length;
656                         }
657                         R_Mesh_Draw(&m);
658                         return false;
659                 }
660                 return true;
661         }
662         else
663                 return true;
664 }
665
666 static int RSurf_Light(int *dlightbits, int numverts)
667 {
668         float           f;
669         int                     i, l, lit = false;
670         rdlight_t       *rd;
671         vec3_t          lightorigin;
672         surfvert_t      *sv;
673         for (l = 0;l < r_numdlights;l++)
674         {
675                 if (dlightbits[l >> 5] & (1 << (l & 31)))
676                 {
677                         rd = &r_dlight[l];
678                         // FIXME: support softwareuntransform here and make bmodels use hardware transform?
679                         VectorCopy(rd->origin, lightorigin);
680                         for (i = 0, sv = svert;i < numverts;i++, sv++)
681                         {
682                                 f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
683                                 if (f < rd->cullradius2)
684                                 {
685                                         f = (1.0f / f) - rd->lightsubtract;
686                                         sv->c[0] += rd->light[0] * f;
687                                         sv->c[1] += rd->light[1] * f;
688                                         sv->c[2] += rd->light[2] * f;
689                                         lit = true;
690                                 }
691                         }
692                 }
693         }
694         return lit;
695 }
696
697 static void RSurfShader_Water_Pass_Base(msurface_t *s)
698 {
699         int                             i;
700         float                   diff[3], alpha, ifog;
701         surfvertex_t    *v;
702         surfvert_t              *sv;
703         rmeshinfo_t             m;
704         alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
705
706         memset(&m, 0, sizeof(m));
707         if (alpha != 1 || s->currenttexture->fogtexture != NULL)
708         {
709                 m.transparent = true;
710                 m.blendfunc1 = GL_SRC_ALPHA;
711                 m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA;
712         }
713         else
714         {
715                 m.transparent = false;
716                 m.blendfunc1 = GL_ONE;
717                 m.blendfunc2 = GL_ZERO;
718         }
719         m.numtriangles = s->mesh.numtriangles;
720         m.numverts = s->mesh.numverts;
721         m.index = s->mesh.index;
722         m.vertex = &svert[0].v[0];
723         m.vertexstep = sizeof(surfvert_t);
724         m.color = &svert[0].c[0];
725         m.colorstep = sizeof(surfvert_t);
726         m.tex[0] = R_GetTexture(s->currenttexture->texture);
727         m.texcoords[0] = &svert[0].st[0];
728         m.texcoordstep[0] = sizeof(surfvert_t);
729         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
730         {
731                 softwaretransform(v->v, sv->v);
732                 if (r_waterripple.value)
733                         sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
734                 if (s->flags & SURF_DRAWFULLBRIGHT)
735                 {
736                         sv->c[0] = 1;
737                         sv->c[1] = 1;
738                         sv->c[2] = 1;
739                         sv->c[3] = alpha;
740                 }
741                 else
742                 {
743                         sv->c[0] = 0.5f;
744                         sv->c[1] = 0.5f;
745                         sv->c[2] = 0.5f;
746                         sv->c[3] = alpha;
747                 }
748                 sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
749                 sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
750         }
751         if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT))
752                 RSurf_Light(s->dlightbits, m.numverts);
753         if (fogenabled && (s->flags & SURF_DRAWNOALPHA))
754         {
755                 for (i = 0, sv = svert;i < m.numverts;i++, sv++)
756                 {
757                         VectorSubtract(sv->v, r_origin, diff);
758                         ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
759                         sv->c[0] *= ifog;
760                         sv->c[1] *= ifog;
761                         sv->c[2] *= ifog;
762                 }
763         }
764         R_Mesh_Draw(&m);
765 }
766
767 static void RSurfShader_Water_Pass_Glow(msurface_t *s)
768 {
769         int                             i;
770         float                   diff[3], alpha, ifog;
771         surfvertex_t    *v;
772         surfvert_t              *sv;
773         rmeshinfo_t             m;
774         alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
775
776         memset(&m, 0, sizeof(m));
777         m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
778         m.blendfunc1 = GL_SRC_ALPHA;
779         m.blendfunc2 = GL_ONE;
780         m.numtriangles = s->mesh.numtriangles;
781         m.numverts = s->mesh.numverts;
782         m.index = s->mesh.index;
783         m.vertex = &svert[0].v[0];
784         m.vertexstep = sizeof(surfvert_t);
785         m.cr = 1;
786         m.cg = 1;
787         m.cb = 1;
788         m.ca = alpha;
789         m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
790         m.texcoords[0] = &svert[0].st[0];
791         m.texcoordstep[0] = sizeof(surfvert_t);
792         if (fogenabled)
793         {
794                 m.color = &svert[0].c[0];
795                 m.colorstep = sizeof(surfvert_t);
796                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
797                 {
798                         softwaretransform(v->v, sv->v);
799                         if (r_waterripple.value)
800                                 sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
801                         sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
802                         sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
803                         VectorSubtract(sv->v, r_origin, diff);
804                         ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
805                         sv->c[0] = m.cr * ifog;
806                         sv->c[1] = m.cg * ifog;
807                         sv->c[2] = m.cb * ifog;
808                         sv->c[3] = m.ca;
809                 }
810         }
811         else
812         {
813                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
814                 {
815                         softwaretransform(v->v, sv->v);
816                         if (r_waterripple.value)
817                                 sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
818                         sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
819                         sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
820                 }
821         }
822         R_Mesh_Draw(&m);
823 }
824
825 static void RSurfShader_Water_Pass_Fog(msurface_t *s)
826 {
827         int                             i;
828         float                   alpha;
829         surfvertex_t    *v;
830         surfvert_t              *sv;
831         rmeshinfo_t             m;
832         vec3_t                  diff;
833         alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
834
835         memset(&m, 0, sizeof(m));
836         m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
837         m.blendfunc1 = GL_SRC_ALPHA;
838         m.blendfunc2 = GL_ONE;
839         m.numtriangles = s->mesh.numtriangles;
840         m.numverts = s->mesh.numverts;
841         m.index = s->mesh.index;
842         m.vertex = &svert[0].v[0];
843         m.vertexstep = sizeof(surfvert_t);
844         m.color = &svert[0].c[0];
845         m.colorstep = sizeof(surfvert_t);
846         m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
847         m.texcoords[0] = &svert[0].st[0];
848         m.texcoordstep[0] = sizeof(surfvert_t);
849
850         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
851         {
852                 softwaretransform(v->v, sv->v);
853                 if (r_waterripple.value)
854                         sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
855                 if (m.tex[0])
856                 {
857                         sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
858                         sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
859                 }
860                 VectorSubtract(sv->v, r_origin, diff);
861                 sv->c[0] = fogcolor[0];
862                 sv->c[1] = fogcolor[1];
863                 sv->c[2] = fogcolor[2];
864                 sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
865         }
866         R_Mesh_Draw(&m);
867 }
868
869 static int RSurfShader_Water(int stage, msurface_t *s)
870 {
871         switch(stage)
872         {
873         case 0:
874                 RSurfShader_Water_Pass_Base(s);
875                 return false;
876         case 1:
877                 if (fogenabled)
878                 {
879                         if (currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value) >= 1.0f)
880                                 RSurfShader_Water_Pass_Fog(s);
881                         return false;
882                 }
883                 else
884                         return true;
885         default:
886                 return true;
887         }
888 }
889
890 static int RSurfShader_Water_Glow(int stage, msurface_t *s)
891 {
892         switch(stage)
893         {
894         case 0:
895                 RSurfShader_Water_Pass_Base(s);
896                 return false;
897         case 1:
898                 RSurfShader_Water_Pass_Glow(s);
899                 return false;
900         case 2:
901                 if (fogenabled)
902                 {
903                         if (currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value) >= 1.0f)
904                                 RSurfShader_Water_Pass_Fog(s);
905                         return false;
906                 }
907                 else
908                         return true;
909         default:
910                 return true;
911         }
912 }
913
914 static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
915 {
916         int                             i;
917         float                   diff[3], ifog;
918         surfvertex_t    *v;
919         surfvert_t              *sv;
920         rmeshinfo_t             m;
921
922         memset(&m, 0, sizeof(m));
923         if (currentrenderentity->effects & EF_ADDITIVE)
924         {
925                 m.transparent = true;
926                 m.blendfunc1 = GL_SRC_ALPHA;
927                 m.blendfunc2 = GL_ONE;
928         }
929         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
930         {
931                 m.transparent = true;
932                 m.blendfunc1 = GL_SRC_ALPHA;
933                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
934         }
935         else
936         {
937                 m.transparent = false;
938                 m.blendfunc1 = GL_ONE;
939                 m.blendfunc2 = GL_ZERO;
940         }
941         m.numtriangles = s->mesh.numtriangles;
942         m.numverts = s->mesh.numverts;
943         m.index = s->mesh.index;
944         m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
945         m.ca = currentrenderentity->alpha;
946         m.tex[0] = R_GetTexture(s->currenttexture->texture);
947         m.tex[1] = R_GetTexture(s->lightmaptexture);
948         m.texcoords[0] = &s->mesh.vertex->st[0];
949         m.texcoords[1] = &s->mesh.vertex->uv[0];
950         m.texcoordstep[0] = sizeof(surfvertex_t);
951         m.texcoordstep[1] = sizeof(surfvertex_t);
952         if (fogenabled)
953         {
954                 m.color = &svert[0].c[0];
955                 m.colorstep = sizeof(surfvert_t);
956                 if (softwaretransform_complexity)
957                 {
958                         m.vertex = &svert[0].v[0];
959                         m.vertexstep = sizeof(surfvert_t);
960                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
961                         {
962                                 softwaretransform(v->v, sv->v);
963                                 VectorSubtract(sv->v, r_origin, diff);
964                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
965                                 sv->c[0] = m.cr * ifog;
966                                 sv->c[1] = m.cg * ifog;
967                                 sv->c[2] = m.cb * ifog;
968                                 sv->c[3] = m.ca;
969                         }
970                 }
971                 else
972                 {
973                         m.vertex = &s->mesh.vertex->v[0];
974                         m.vertexstep = sizeof(surfvertex_t);
975                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
976                         {
977                                 VectorSubtract(v->v, r_origin, diff);
978                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
979                                 sv->c[0] = m.cr * ifog;
980                                 sv->c[1] = m.cg * ifog;
981                                 sv->c[2] = m.cb * ifog;
982                                 sv->c[3] = m.ca;
983                         }
984                 }
985         }
986         else
987         {
988                 if (softwaretransform_complexity)
989                 {
990                         m.vertex = &svert[0].v[0];
991                         m.vertexstep = sizeof(surfvert_t);
992                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
993                                 softwaretransform(v->v, sv->v);
994                 }
995                 else
996                 {
997                         m.vertex = &s->mesh.vertex->v[0];
998                         m.vertexstep = sizeof(surfvertex_t);
999                 }
1000         }
1001         R_Mesh_Draw(&m);
1002 }
1003
1004 static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s)
1005 {
1006         int                             i;
1007         surfvertex_t    *v;
1008         surfvert_t              *sv;
1009         rmeshinfo_t             m;
1010
1011         memset(&m, 0, sizeof(m));
1012         m.transparent = false;
1013         m.blendfunc1 = GL_ONE;
1014         m.blendfunc2 = GL_ZERO;
1015         m.numtriangles = s->mesh.numtriangles;
1016         m.numverts = s->mesh.numverts;
1017         m.index = s->mesh.index;
1018         m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
1019         m.ca = 1;
1020         m.tex[0] = R_GetTexture(s->currenttexture->texture);
1021         m.texcoords[0] = &s->mesh.vertex->st[0];
1022         m.texcoordstep[0] = sizeof(surfvertex_t);
1023         if (softwaretransform_complexity)
1024         {
1025                 m.vertex = &svert[0].v[0];
1026                 m.vertexstep = sizeof(surfvert_t);
1027                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1028                         softwaretransform(v->v, sv->v);
1029         }
1030         else
1031         {
1032                 m.vertex = &s->mesh.vertex->v[0];
1033                 m.vertexstep = sizeof(surfvertex_t);
1034         }
1035         R_Mesh_Draw(&m);
1036 }
1037
1038 static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s)
1039 {
1040         int                             i;
1041         float                   diff[3], ifog;
1042         surfvertex_t    *v;
1043         surfvert_t              *sv;
1044         rmeshinfo_t             m;
1045
1046         memset(&m, 0, sizeof(m));
1047         m.transparent = false;
1048         m.blendfunc1 = GL_ZERO;
1049         m.blendfunc2 = GL_SRC_COLOR;
1050         m.numtriangles = s->mesh.numtriangles;
1051         m.numverts = s->mesh.numverts;
1052         m.index = s->mesh.index;
1053         m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
1054         m.ca = 1;
1055         m.tex[0] = R_GetTexture(s->lightmaptexture);
1056         m.texcoords[0] = &s->mesh.vertex->uv[0];
1057         m.texcoordstep[0] = sizeof(surfvertex_t);
1058         if (fogenabled)
1059         {
1060                 m.color = &svert[0].c[0];
1061                 m.colorstep = sizeof(surfvert_t);
1062                 if (softwaretransform_complexity)
1063                 {
1064                         m.vertex = &svert[0].v[0];
1065                         m.vertexstep = sizeof(surfvert_t);
1066                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1067                         {
1068                                 softwaretransform(v->v, sv->v);
1069                                 VectorSubtract(sv->v, r_origin, diff);
1070                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1071                                 sv->c[0] = m.cr * ifog;
1072                                 sv->c[1] = m.cg * ifog;
1073                                 sv->c[2] = m.cb * ifog;
1074                                 sv->c[3] = m.ca;
1075                         }
1076                 }
1077                 else
1078                 {
1079                         m.vertex = &s->mesh.vertex->v[0];
1080                         m.vertexstep = sizeof(surfvertex_t);
1081                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1082                         {
1083                                 VectorSubtract(v->v, r_origin, diff);
1084                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1085                                 sv->c[0] = m.cr * ifog;
1086                                 sv->c[1] = m.cg * ifog;
1087                                 sv->c[2] = m.cb * ifog;
1088                                 sv->c[3] = m.ca;
1089                         }
1090                 }
1091         }
1092         else
1093         {
1094                 if (softwaretransform_complexity)
1095                 {
1096                         m.vertex = &svert[0].v[0];
1097                         m.vertexstep = sizeof(surfvert_t);
1098                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1099                                 softwaretransform(v->v, sv->v);
1100                 }
1101                 else
1102                 {
1103                         m.vertex = &s->mesh.vertex->v[0];
1104                         m.vertexstep = sizeof(surfvertex_t);
1105                 }
1106         }
1107         R_Mesh_Draw(&m);
1108 }
1109
1110 static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
1111 {
1112         int i, size3;
1113         float c[3], base[3], scale, diff[3], ifog;
1114         surfvertex_t *v;
1115         surfvert_t *sv;
1116         rmeshinfo_t m;
1117         qbyte *lm;
1118
1119         size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3;
1120
1121         base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
1122
1123         memset(&m, 0, sizeof(m));
1124         if (currentrenderentity->effects & EF_ADDITIVE)
1125         {
1126                 m.transparent = true;
1127                 m.blendfunc1 = GL_SRC_ALPHA;
1128                 m.blendfunc2 = GL_ONE;
1129         }
1130         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
1131         {
1132                 m.transparent = true;
1133                 m.blendfunc1 = GL_SRC_ALPHA;
1134                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1135         }
1136         else
1137         {
1138                 m.transparent = false;
1139                 m.blendfunc1 = GL_ONE;
1140                 m.blendfunc2 = GL_ZERO;
1141         }
1142         m.numtriangles = s->mesh.numtriangles;
1143         m.numverts = s->mesh.numverts;
1144         m.index = s->mesh.index;
1145         m.vertex = &svert[0].v[0];
1146         m.vertexstep = sizeof(surfvert_t);
1147         m.color = &svert[0].c[0];
1148         m.colorstep = sizeof(surfvert_t);
1149         m.tex[0] = R_GetTexture(s->currenttexture->texture);
1150         m.texcoords[0] = &s->mesh.vertex->st[0];
1151         m.texcoordstep[0] = sizeof(surfvertex_t);
1152         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1153         {
1154                 softwaretransform(v->v, sv->v);
1155                 VectorCopy(base, c);
1156                 if (s->styles[0] != 255)
1157                 {
1158                         lm = s->samples + v->lightmapoffset;
1159                         scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f);
1160                         VectorMA(c, scale, lm, c);
1161                         if (s->styles[1] != 255)
1162                         {
1163                                 lm += size3;
1164                                 scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f);
1165                                 VectorMA(c, scale, lm, c);
1166                                 if (s->styles[2] != 255)
1167                                 {
1168                                         lm += size3;
1169                                         scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f);
1170                                         VectorMA(c, scale, lm, c);
1171                                         if (s->styles[3] != 255)
1172                                         {
1173                                                 lm += size3;
1174                                                 scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f);
1175                                                 VectorMA(c, scale, lm, c);
1176                                         }
1177                                 }
1178                         }
1179                 }
1180                 sv->c[0] = c[0];
1181                 sv->c[1] = c[1];
1182                 sv->c[2] = c[2];
1183                 sv->c[3] = currentrenderentity->alpha;
1184         }
1185         if (s->dlightframe == r_framecount)
1186                 RSurf_Light(s->dlightbits, m.numverts);
1187         if (fogenabled)
1188         {
1189                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1190                 {
1191                         VectorSubtract(sv->v, r_origin, diff);
1192                         ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1193                         sv->c[0] *= ifog;
1194                         sv->c[1] *= ifog;
1195                         sv->c[2] *= ifog;
1196                 }
1197         }
1198         R_Mesh_Draw(&m);
1199 }
1200
1201 static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
1202 {
1203         int                             i;
1204         float                   diff[3], ifog;
1205         surfvertex_t    *v;
1206         surfvert_t              *sv;
1207         rmeshinfo_t             m;
1208
1209         memset(&m, 0, sizeof(m));
1210         if (currentrenderentity->effects & EF_ADDITIVE)
1211         {
1212                 m.transparent = true;
1213                 m.blendfunc1 = GL_SRC_ALPHA;
1214                 m.blendfunc2 = GL_ONE;
1215         }
1216         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
1217         {
1218                 m.transparent = true;
1219                 m.blendfunc1 = GL_SRC_ALPHA;
1220                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1221         }
1222         else
1223         {
1224                 m.transparent = false;
1225                 m.blendfunc1 = GL_ONE;
1226                 m.blendfunc2 = GL_ZERO;
1227         }
1228         m.numtriangles = s->mesh.numtriangles;
1229         m.numverts = s->mesh.numverts;
1230         m.index = s->mesh.index;
1231         m.vertex = &svert[0].v[0];
1232         m.vertexstep = sizeof(surfvert_t);
1233         m.tex[0] = R_GetTexture(s->currenttexture->texture);
1234         m.texcoords[0] = &s->mesh.vertex->st[0];
1235         m.texcoordstep[0] = sizeof(surfvertex_t);
1236         if (fogenabled)
1237         {
1238                 m.color = &svert[0].c[0];
1239                 m.colorstep = sizeof(surfvert_t);
1240                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1241                 {
1242                         softwaretransform(v->v, sv->v);
1243                         VectorSubtract(sv->v, r_origin, diff);
1244                         ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1245                         sv->c[0] = ifog;
1246                         sv->c[1] = ifog;
1247                         sv->c[2] = ifog;
1248                         sv->c[3] = currentrenderentity->alpha;
1249                 }
1250         }
1251         else
1252         {
1253                 m.cr = m.cg = m.cb = 1;
1254                 m.ca = currentrenderentity->alpha;
1255                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1256                         softwaretransform(v->v, sv->v);
1257         }
1258         R_Mesh_Draw(&m);
1259 }
1260
1261 static void RSurfShader_Wall_Pass_Light(msurface_t *s)
1262 {
1263         int                             i;
1264         float                   diff[3], ifog;
1265         surfvertex_t    *v;
1266         surfvert_t              *sv;
1267         rmeshinfo_t             m;
1268
1269         memset(&m, 0, sizeof(m));
1270         if (currentrenderentity->effects & EF_ADDITIVE)
1271                 m.transparent = true;
1272         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
1273                 m.transparent = true;
1274         else
1275                 m.transparent = false;
1276         m.blendfunc1 = GL_SRC_ALPHA;
1277         m.blendfunc2 = GL_ONE;
1278         m.numtriangles = s->mesh.numtriangles;
1279         m.numverts = s->mesh.numverts;
1280         m.index = s->mesh.index;
1281         m.vertex = &svert[0].v[0];
1282         m.vertexstep = sizeof(surfvert_t);
1283         m.color = &svert[0].c[0];
1284         m.colorstep = sizeof(surfvert_t);
1285         m.tex[0] = R_GetTexture(s->currenttexture->texture);
1286         m.texcoords[0] = &s->mesh.vertex->st[0];
1287         m.texcoordstep[0] = sizeof(surfvertex_t);
1288         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1289         {
1290                 softwaretransform(v->v, sv->v);
1291                 sv->c[0] = 0;
1292                 sv->c[1] = 0;
1293                 sv->c[2] = 0;
1294                 sv->c[3] = currentrenderentity->alpha;
1295         }
1296         if (RSurf_Light(s->dlightbits, m.numverts))
1297         {
1298                 if (fogenabled)
1299                 {
1300                         for (i = 0, sv = svert;i < m.numverts;i++, sv++)
1301                         {
1302                                 VectorSubtract(sv->v, r_origin, diff);
1303                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1304                                 sv->c[0] *= ifog;
1305                                 sv->c[1] *= ifog;
1306                                 sv->c[2] *= ifog;
1307                         }
1308                 }
1309                 R_Mesh_Draw(&m);
1310         }
1311 }
1312
1313 static void RSurfShader_Wall_Pass_Glow(msurface_t *s)
1314 {
1315         int                             i;
1316         float                   diff[3], ifog;
1317         surfvertex_t    *v;
1318         surfvert_t              *sv;
1319         rmeshinfo_t             m;
1320
1321         memset(&m, 0, sizeof(m));
1322         if (currentrenderentity->effects & EF_ADDITIVE)
1323                 m.transparent = true;
1324         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
1325                 m.transparent = true;
1326         else
1327                 m.transparent = false;
1328         m.blendfunc1 = GL_SRC_ALPHA;
1329         m.blendfunc2 = GL_ONE;
1330         m.numtriangles = s->mesh.numtriangles;
1331         m.numverts = s->mesh.numverts;
1332         m.index = s->mesh.index;
1333         m.cr = 1;
1334         m.cg = 1;
1335         m.cb = 1;
1336         m.ca = currentrenderentity->alpha;
1337         m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
1338         m.texcoords[0] = &s->mesh.vertex->st[0];
1339         m.texcoordstep[0] = sizeof(surfvertex_t);
1340         if (fogenabled)
1341         {
1342                 m.color = &svert[0].c[0];
1343                 m.colorstep = sizeof(surfvert_t);
1344                 if (softwaretransform_complexity)
1345                 {
1346                         m.vertex = &svert[0].v[0];
1347                         m.vertexstep = sizeof(surfvert_t);
1348                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1349                         {
1350                                 softwaretransform(v->v, sv->v);
1351                                 VectorSubtract(sv->v, r_origin, diff);
1352                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1353                                 sv->c[0] = m.cr * ifog;
1354                                 sv->c[1] = m.cg * ifog;
1355                                 sv->c[2] = m.cb * ifog;
1356                                 sv->c[3] = m.ca;
1357                         }
1358                 }
1359                 else
1360                 {
1361                         m.vertex = &s->mesh.vertex->v[0];
1362                         m.vertexstep = sizeof(surfvertex_t);
1363                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1364                         {
1365                                 VectorSubtract(v->v, r_origin, diff);
1366                                 ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
1367                                 sv->c[0] = m.cr * ifog;
1368                                 sv->c[1] = m.cg * ifog;
1369                                 sv->c[2] = m.cb * ifog;
1370                                 sv->c[3] = m.ca;
1371                         }
1372                 }
1373         }
1374         else
1375         {
1376                 if (softwaretransform_complexity)
1377                 {
1378                         m.vertex = &svert[0].v[0];
1379                         m.vertexstep = sizeof(surfvert_t);
1380                         for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1381                                 softwaretransform(v->v, sv->v);
1382                 }
1383                 else
1384                 {
1385                         m.vertex = &s->mesh.vertex->v[0];
1386                         m.vertexstep = sizeof(surfvertex_t);
1387                 }
1388         }
1389         R_Mesh_Draw(&m);
1390 }
1391
1392 static void RSurfShader_Wall_Pass_Fog(msurface_t *s)
1393 {
1394         int                             i;
1395         surfvertex_t    *v;
1396         surfvert_t              *sv;
1397         rmeshinfo_t             m;
1398         vec3_t                  diff;
1399
1400         memset(&m, 0, sizeof(m));
1401         if (currentrenderentity->effects & EF_ADDITIVE)
1402                 m.transparent = true;
1403         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
1404                 m.transparent = true;
1405         else
1406                 m.transparent = false;
1407         m.blendfunc1 = GL_SRC_ALPHA;
1408         m.blendfunc2 = GL_ONE;
1409         m.numtriangles = s->mesh.numtriangles;
1410         m.numverts = s->mesh.numverts;
1411         m.index = s->mesh.index;
1412         m.color = &svert[0].c[0];
1413         m.colorstep = sizeof(surfvert_t);
1414         m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
1415         m.texcoords[0] = &s->mesh.vertex->st[0];
1416         m.texcoordstep[0] = sizeof(surfvertex_t);
1417         if (softwaretransform_complexity)
1418         {
1419                 m.vertex = &svert[0].v[0];
1420                 m.vertexstep = sizeof(surfvert_t);
1421                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1422                 {
1423                         softwaretransform(v->v, sv->v);
1424                         VectorSubtract(sv->v, r_origin, diff);
1425                         sv->c[0] = fogcolor[0];
1426                         sv->c[1] = fogcolor[1];
1427                         sv->c[2] = fogcolor[2];
1428                         sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
1429                 }
1430         }
1431         else
1432         {
1433                 m.vertex = &s->mesh.vertex->v[0];
1434                 m.vertexstep = sizeof(surfvertex_t);
1435                 for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
1436                 {
1437                         VectorSubtract(v->v, r_origin, diff);
1438                         sv->c[0] = fogcolor[0];
1439                         sv->c[1] = fogcolor[1];
1440                         sv->c[2] = fogcolor[2];
1441                         sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
1442                 }
1443         }
1444         R_Mesh_Draw(&m);
1445 }
1446
1447 static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s)
1448 {
1449         if (stage == 0)
1450         {
1451                 c_brush_polys++;
1452                 RSurfShader_Wall_Pass_BaseFullbright(s);
1453                 return false;
1454         }
1455         return true;
1456 }
1457
1458 static int RSurfShader_Wall_Fullbright_Glow(int stage, msurface_t *s)
1459 {
1460         switch(stage)
1461         {
1462         case 0:
1463                 c_brush_polys++;
1464                 RSurfShader_Wall_Pass_BaseFullbright(s);
1465                 return false;
1466         case 1:
1467                 RSurfShader_Wall_Pass_Glow(s);
1468                 return false;
1469         default:
1470                 return true;
1471         }
1472 }
1473
1474 static int RSurfShader_Wall_Vertex(int stage, msurface_t *s)
1475 {
1476         if (stage == 0)
1477         {
1478                 c_brush_polys++;
1479                 RSurfShader_Wall_Pass_BaseVertex(s);
1480                 return false;
1481         }
1482         return true;
1483 }
1484
1485 static int RSurfShader_Wall_Vertex_Glow(int stage, msurface_t *s)
1486 {
1487         switch(stage)
1488         {
1489         case 0:
1490                 c_brush_polys++;
1491                 RSurfShader_Wall_Pass_BaseVertex(s);
1492                 return false;
1493         case 1:
1494                 RSurfShader_Wall_Pass_Glow(s);
1495                 return false;
1496         default:
1497                 return true;
1498         }
1499 }
1500
1501 static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s)
1502 {
1503         if (r_vertexsurfaces.integer)
1504         {
1505                 if (stage == 0)
1506                 {
1507                         c_brush_polys++;
1508                         RSurfShader_Wall_Pass_BaseVertex(s);
1509                         return false;
1510                 }
1511                 return true;
1512         }
1513         else if (r_multitexture.integer)
1514         {
1515                 if (r_dlightmap.integer)
1516                 {
1517                         if (stage == 0)
1518                         {
1519                                 c_brush_polys++;
1520                                 RSurfShader_Wall_Pass_BaseMTex(s);
1521                                 return false;
1522                         }
1523                         return true;
1524                 }
1525                 else
1526                 {
1527                         switch(stage)
1528                         {
1529                         case 0:
1530                                 c_brush_polys++;
1531                                 RSurfShader_Wall_Pass_BaseMTex(s);
1532                                 return false;
1533                         case 1:
1534                                 if (s->dlightframe == r_framecount)
1535                                         RSurfShader_Wall_Pass_Light(s);
1536                                 return false;
1537                         default:
1538                                 return true;
1539                         }
1540                 }
1541         }
1542         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
1543         {
1544                 if (stage == 0)
1545                 {
1546                         c_brush_polys++;
1547                         RSurfShader_Wall_Pass_BaseVertex(s);
1548                         return false;
1549                 }
1550                 return true;
1551         }
1552         else
1553         {
1554                 if (r_dlightmap.integer)
1555                 {
1556                         switch(stage)
1557                         {
1558                         case 0:
1559                                 c_brush_polys++;
1560                                 RSurfShader_Wall_Pass_BaseTexture(s);
1561                                 return false;
1562                         case 1:
1563                                 RSurfShader_Wall_Pass_BaseLightmap(s);
1564                                 return false;
1565                         default:
1566                                 return true;
1567                         }
1568                 }
1569                 else
1570                 {
1571                         switch(stage)
1572                         {
1573                         case 0:
1574                                 c_brush_polys++;
1575                                 RSurfShader_Wall_Pass_BaseTexture(s);
1576                                 return false;
1577                         case 1:
1578                                 RSurfShader_Wall_Pass_BaseLightmap(s);
1579                                 return false;
1580                         case 2:
1581                                 if (s->dlightframe == r_framecount)
1582                                         RSurfShader_Wall_Pass_Light(s);
1583                                 return false;
1584                         default:
1585                                 return true;
1586                         }
1587                 }
1588         }
1589 }
1590
1591 static int RSurfShader_Wall_Lightmap_Glow(int stage, msurface_t *s)
1592 {
1593         if (stage == 0)
1594                 c_brush_polys++;
1595         if (r_vertexsurfaces.integer)
1596         {
1597                 switch(stage)
1598                 {
1599                 case 0:
1600                         RSurfShader_Wall_Pass_BaseVertex(s);
1601                         return false;
1602                 case 1:
1603                         RSurfShader_Wall_Pass_Glow(s);
1604                         return false;
1605                 default:
1606                         return true;
1607                 }
1608         }
1609         else if (r_multitexture.integer)
1610         {
1611                 if (r_dlightmap.integer)
1612                 {
1613                         switch(stage)
1614                         {
1615                         case 0:
1616                                 RSurfShader_Wall_Pass_BaseMTex(s);
1617                                 return false;
1618                         case 1:
1619                                 RSurfShader_Wall_Pass_Glow(s);
1620                                 return false;
1621                         default:
1622                                 return true;
1623                         }
1624                 }
1625                 else
1626                 {
1627                         switch(stage)
1628                         {
1629                         case 0:
1630                                 RSurfShader_Wall_Pass_BaseMTex(s);
1631                                 return false;
1632                         case 1:
1633                                 if (s->dlightframe == r_framecount)
1634                                         RSurfShader_Wall_Pass_Light(s);
1635                                 return false;
1636                         case 2:
1637                                 RSurfShader_Wall_Pass_Glow(s);
1638                                 return false;
1639                         default:
1640                                 return true;
1641                         }
1642                 }
1643         }
1644         else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
1645         {
1646                 switch(stage)
1647                 {
1648                 case 0:
1649                         RSurfShader_Wall_Pass_BaseVertex(s);
1650                         return false;
1651                 case 1:
1652                         RSurfShader_Wall_Pass_Glow(s);
1653                         return false;
1654                 default:
1655                         return true;
1656                 }
1657         }
1658         else
1659         {
1660                 if (r_dlightmap.integer)
1661                 {
1662                         switch(stage)
1663                         {
1664                         case 0:
1665                                 RSurfShader_Wall_Pass_BaseTexture(s);
1666                                 return false;
1667                         case 1:
1668                                 RSurfShader_Wall_Pass_BaseLightmap(s);
1669                                 return false;
1670                         case 2:
1671                                 RSurfShader_Wall_Pass_Glow(s);
1672                                 return false;
1673                         default:
1674                                 return true;
1675                         }
1676                 }
1677                 else
1678                 {
1679                         switch(stage)
1680                         {
1681                         case 0:
1682                                 RSurfShader_Wall_Pass_BaseTexture(s);
1683                                 return false;
1684                         case 1:
1685                                 RSurfShader_Wall_Pass_BaseLightmap(s);
1686                                 return false;
1687                         case 2:
1688                                 if (s->dlightframe == r_framecount)
1689                                         RSurfShader_Wall_Pass_Light(s);
1690                                 return false;
1691                         case 3:
1692                                 RSurfShader_Wall_Pass_Glow(s);
1693                                 return false;
1694                         default:
1695                                 return true;
1696                         }
1697                 }
1698         }
1699 }
1700
1701 static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
1702 {
1703         if (stage == 0 && fogenabled)
1704         {
1705                 RSurfShader_Wall_Pass_Fog(s);
1706                 return false;
1707         }
1708         else
1709                 return true;
1710 }
1711
1712 /*
1713 =============================================================
1714
1715         WORLD MODEL
1716
1717 =============================================================
1718 */
1719
1720 static void RSurf_Callback(void *data, void *junk)
1721 {
1722         ((msurface_t *)data)->visframe = r_framecount;
1723 }
1724
1725 static void R_SolidWorldNode (void)
1726 {
1727         if (r_viewleaf->contents != CONTENTS_SOLID)
1728         {
1729                 int portalstack;
1730                 mportal_t *p, *pstack[8192];
1731                 msurface_t *surf, **mark, **endmark;
1732                 mleaf_t *leaf;
1733                 tinyplane_t plane;
1734                 // LordHavoc: portal-passage worldnode; follows portals leading
1735                 // outward from viewleaf, if a portal leads offscreen it is not
1736                 // followed, in indoor maps this can often cull a great deal of
1737                 // geometry away when pvs data is not present (useful with pvs as well)
1738
1739                 leaf = r_viewleaf;
1740                 leaf->worldnodeframe = r_framecount;
1741                 portalstack = 0;
1742         loc0:
1743                 c_leafs++;
1744
1745                 leaf->visframe = r_framecount;
1746
1747                 if (leaf->nummarksurfaces)
1748                 {
1749                         mark = leaf->firstmarksurface;
1750                         endmark = mark + leaf->nummarksurfaces;
1751                         if (r_ser.integer)
1752                         {
1753                                 do
1754                                 {
1755                                         surf = *mark++;
1756                                         // make sure surfaces are only processed once
1757                                         if (surf->worldnodeframe == r_framecount)
1758                                                 continue;
1759                                         surf->worldnodeframe = r_framecount;
1760                                         if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
1761                                         {
1762                                                 if (surf->flags & SURF_PLANEBACK)
1763                                                 {
1764                                                         VectorNegate(surf->plane->normal, plane.normal);
1765                                                         plane.dist = -surf->plane->dist;
1766                                                         R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
1767                                                 }
1768                                         }
1769                                         else
1770                                         {
1771                                                 if (!(surf->flags & SURF_PLANEBACK))
1772                                                         R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
1773                                         }
1774                                 }
1775                                 while (mark < endmark);
1776                         }
1777                         else
1778                         {
1779                                 do
1780                                 {
1781                                         surf = *mark++;
1782                                         // make sure surfaces are only processed once
1783                                         if (surf->worldnodeframe == r_framecount)
1784                                                 continue;
1785                                         surf->worldnodeframe = r_framecount;
1786                                         if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
1787                                         {
1788                                                 if (surf->flags & SURF_PLANEBACK)
1789                                                         surf->visframe = r_framecount;
1790                                         }
1791                                         else
1792                                         {
1793                                                 if (!(surf->flags & SURF_PLANEBACK))
1794                                                         surf->visframe = r_framecount;
1795                                         }
1796                                 }
1797                                 while (mark < endmark);
1798                         }
1799                 }
1800
1801                 // follow portals into other leafs
1802                 p = leaf->portals;
1803                 for (;p;p = p->next)
1804                 {
1805                         if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
1806                         {
1807                                 leaf = p->past;
1808                                 if (leaf->worldnodeframe != r_framecount)
1809                                 {
1810                                         leaf->worldnodeframe = r_framecount;
1811                                         if (leaf->contents != CONTENTS_SOLID)
1812                                         {
1813                                                 if (R_NotCulledBox(leaf->mins, leaf->maxs))
1814                                                 {
1815                                                         p->visframe = r_framecount;
1816                                                         pstack[portalstack++] = p;
1817                                                         goto loc0;
1818
1819         loc1:
1820                                                         p = pstack[--portalstack];
1821                                                 }
1822                                         }
1823                                 }
1824                         }
1825                 }
1826
1827                 if (portalstack)
1828                         goto loc1;
1829         }
1830         else
1831         {
1832                 mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
1833                 int nodestackpos = 0;
1834                 // LordHavoc: recursive descending worldnode; if portals are not
1835                 // available, this is a good last resort, can cull large amounts of
1836                 // geometry, but is more time consuming than portal-passage and renders
1837                 // things behind walls
1838
1839 loc2:
1840                 if (R_NotCulledBox(node->mins, node->maxs))
1841                 {
1842                         if (node->numsurfaces)
1843                         {
1844                                 if (r_ser.integer)
1845                                 {
1846                                         msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
1847                                         tinyplane_t plane;
1848                                         if (PlaneDiff (r_origin, node->plane) < 0)
1849                                         {
1850                                                 for (;surf < surfend;surf++)
1851                                                 {
1852                                                         if (surf->flags & SURF_PLANEBACK)
1853                                                         {
1854                                                                 VectorNegate(surf->plane->normal, plane.normal);
1855                                                                 plane.dist = -surf->plane->dist;
1856                                                                 R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
1857                                                         }
1858                                                 }
1859                                         }
1860                                         else
1861                                         {
1862                                                 for (;surf < surfend;surf++)
1863                                                 {
1864                                                         if (!(surf->flags & SURF_PLANEBACK))
1865                                                                 R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
1866                                                 }
1867                                         }
1868                                 }
1869                                 else
1870                                 {
1871                                         msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
1872                                         if (PlaneDiff (r_origin, node->plane) < 0)
1873                                         {
1874                                                 for (;surf < surfend;surf++)
1875                                                 {
1876                                                         if (surf->flags & SURF_PLANEBACK)
1877                                                                 surf->visframe = r_framecount;
1878                                                 }
1879                                         }
1880                                         else
1881                                         {
1882                                                 for (;surf < surfend;surf++)
1883                                                 {
1884                                                         if (!(surf->flags & SURF_PLANEBACK))
1885                                                                 surf->visframe = r_framecount;
1886                                                 }
1887                                         }
1888                                 }
1889                         }
1890
1891                         // recurse down the children
1892                         if (node->children[0]->contents >= 0)
1893                         {
1894                                 if (node->children[1]->contents >= 0)
1895                                 {
1896                                         if (nodestackpos < 8192)
1897                                                 nodestack[nodestackpos++] = node->children[1];
1898                                         node = node->children[0];
1899                                         goto loc2;
1900                                 }
1901                                 else
1902                                         ((mleaf_t *)node->children[1])->visframe = r_framecount;
1903                                 node = node->children[0];
1904                                 goto loc2;
1905                         }
1906                         else
1907                         {
1908                                 ((mleaf_t *)node->children[0])->visframe = r_framecount;
1909                                 if (node->children[1]->contents >= 0)
1910                                 {
1911                                         node = node->children[1];
1912                                         goto loc2;
1913                                 }
1914                                 else if (nodestackpos > 0)
1915                                 {
1916                                         ((mleaf_t *)node->children[1])->visframe = r_framecount;
1917                                         node = nodestack[--nodestackpos];
1918                                         goto loc2;
1919                                 }
1920                         }
1921                 }
1922                 else if (nodestackpos > 0)
1923                 {
1924                         node = nodestack[--nodestackpos];
1925                         goto loc2;
1926                 }
1927         }
1928 }
1929
1930 static int r_portalframecount = 0;
1931
1932 static void R_PVSWorldNode()
1933 {
1934         int portalstack, i;
1935         mportal_t *p, *pstack[8192];
1936         msurface_t *surf, **mark, **endmark;
1937         mleaf_t *leaf;
1938         tinyplane_t plane;
1939         qbyte *worldvis;
1940
1941         worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
1942
1943         leaf = r_viewleaf;
1944         leaf->worldnodeframe = r_framecount;
1945         portalstack = 0;
1946 loc0:
1947         c_leafs++;
1948
1949         leaf->visframe = r_framecount;
1950
1951         if (leaf->nummarksurfaces)
1952         {
1953                 mark = leaf->firstmarksurface;
1954                 endmark = mark + leaf->nummarksurfaces;
1955                 if (r_ser.integer)
1956                 {
1957                         do
1958                         {
1959                                 surf = *mark++;
1960                                 // make sure surfaces are only processed once
1961                                 if (surf->worldnodeframe == r_framecount)
1962                                         continue;
1963                                 surf->worldnodeframe = r_framecount;
1964                                 if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
1965                                 {
1966                                         if (surf->flags & SURF_PLANEBACK)
1967                                         {
1968                                                 VectorNegate(surf->plane->normal, plane.normal);
1969                                                 plane.dist = -surf->plane->dist;
1970                                                 R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
1971                                         }
1972                                 }
1973                                 else
1974                                 {
1975                                         if (!(surf->flags & SURF_PLANEBACK))
1976                                                 R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
1977                                 }
1978                         }
1979                         while (mark < endmark);
1980                 }
1981                 else
1982                 {
1983                         do
1984                         {
1985                                 surf = *mark++;
1986                                 // make sure surfaces are only processed once
1987                                 if (surf->worldnodeframe == r_framecount)
1988                                         continue;
1989                                 surf->worldnodeframe = r_framecount;
1990                                 if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
1991                                 {
1992                                         if (surf->flags & SURF_PLANEBACK)
1993                                                 surf->visframe = r_framecount;
1994                                 }
1995                                 else
1996                                 {
1997                                         if (!(surf->flags & SURF_PLANEBACK))
1998                                                 surf->visframe = r_framecount;
1999                                 }
2000                         }
2001                         while (mark < endmark);
2002                 }
2003         }
2004
2005         // follow portals into other leafs
2006         for (p = leaf->portals;p;p = p->next)
2007         {
2008                 if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
2009                 {
2010                         leaf = p->past;
2011                         if (leaf->worldnodeframe != r_framecount)
2012                         {
2013                                 leaf->worldnodeframe = r_framecount;
2014                                 if (leaf->contents != CONTENTS_SOLID)
2015                                 {
2016                                         i = (leaf - cl.worldmodel->leafs) - 1;
2017                                         if (worldvis[i>>3] & (1<<(i&7)))
2018                                         {
2019                                                 if (R_NotCulledBox(leaf->mins, leaf->maxs))
2020                                                 {
2021                                                         pstack[portalstack++] = p;
2022                                                         goto loc0;
2023
2024 loc1:
2025                                                         p = pstack[--portalstack];
2026                                                 }
2027                                         }
2028                                 }
2029                         }
2030                 }
2031         }
2032
2033         if (portalstack)
2034                 goto loc1;
2035 }
2036
2037 Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
2038 Cshader_t Cshader_wall_vertex_glow = {{NULL, RSurfShader_Wall_Vertex_Glow, RSurfShader_Wall_Fog}, NULL};
2039 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
2040 Cshader_t Cshader_wall_lightmap_glow = {{NULL, RSurfShader_Wall_Lightmap_Glow, RSurfShader_Wall_Fog}, NULL};
2041 Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
2042 Cshader_t Cshader_wall_fullbright_glow = {{NULL, RSurfShader_Wall_Fullbright_Glow, RSurfShader_Wall_Fog}, NULL};
2043 Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
2044 Cshader_t Cshader_water_glow = {{NULL, RSurfShader_Water_Glow, NULL}, NULL};
2045 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
2046
2047 int Cshader_count = 5;
2048 Cshader_t *Cshaders[5] =
2049 {
2050         &Cshader_wall_vertex,
2051         &Cshader_wall_lightmap,
2052         &Cshader_wall_fullbright,
2053         &Cshader_water,
2054         &Cshader_sky
2055 };
2056
2057 void R_PrepareSurfaces(void)
2058 {
2059         int i;
2060         texture_t *t;
2061         model_t *model;
2062         msurface_t *surf;
2063
2064         for (i = 0;i < Cshader_count;i++)
2065                 Cshaders[i]->chain = NULL;
2066
2067         model = currentrenderentity->model;
2068
2069         for (i = 0;i < model->nummodelsurfaces;i++)
2070         {
2071                 surf = model->modelsortedsurfaces[i];
2072                 if (surf->visframe == r_framecount)
2073                 {
2074                         if (surf->insertframe != r_framecount)
2075                         {
2076                                 surf->insertframe = r_framecount;
2077                                 c_faces++;
2078                                 // manually inlined R_TextureAnimation
2079                                 //t = R_TextureAnimation(surf->texinfo->texture);
2080                                 t = surf->texinfo->texture;
2081                                 if (t->alternate_anims != NULL && currentrenderentity->frame)
2082                                         t = t->alternate_anims;
2083                                 if (t->anim_total >= 2)
2084                                         t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total];
2085                                 surf->currenttexture = t;
2086                         }
2087
2088                         surf->chain = surf->shader->chain;
2089                         surf->shader->chain = surf;
2090                 }
2091         }
2092 }
2093
2094 void R_DrawSurfaces (int type)
2095 {
2096         int                     i, stage;
2097         msurface_t      *surf;
2098         Cshader_t       *shader;
2099
2100         for (i = 0;i < Cshader_count;i++)
2101         {
2102                 shader = Cshaders[i];
2103                 if (shader->chain && shader->shaderfunc[type])
2104                 //      shader->shaderfunc[type](shader->chain);
2105                         for (stage = 0;stage < 1000;stage++)
2106                                 for (surf = shader->chain;surf;surf = surf->chain)
2107                                         if (shader->shaderfunc[type](stage, surf))
2108                                                 goto done;
2109 done:;
2110         }
2111 }
2112
2113 static float portalpointbuffer[256][3];
2114
2115 void R_DrawPortals(void)
2116 {
2117         int drawportals, i;
2118 //      mleaf_t *leaf, *endleaf;
2119         mportal_t *portal, *endportal;
2120         mvertex_t *point/*, *endpoint*/;
2121         rmeshinfo_t m;
2122         drawportals = r_drawportals.integer;
2123         if (drawportals < 1)
2124                 return;
2125         /*
2126         leaf = cl.worldmodel->leafs;
2127         endleaf = leaf + cl.worldmodel->numleafs;
2128         for (;leaf < endleaf;leaf++)
2129         {
2130                 if (leaf->visframe == r_framecount && leaf->portals)
2131                 {
2132                         i = leaf - cl.worldmodel->leafs;
2133                         r = (i & 0x0007) << 5;
2134                         g = (i & 0x0038) << 2;
2135                         b = (i & 0x01C0) >> 1;
2136                         portal = leaf->portals;
2137                         while (portal)
2138                         {
2139                                 transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
2140                                 point = portal->points + portal->numpoints - 1;
2141                                 endpoint = portal->points;
2142                                 for (;point >= endpoint;point--)
2143                                         transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
2144                                 transpolyend();
2145                                 portal = portal->next;
2146                         }
2147                 }
2148         }
2149         */
2150         memset(&m, 0, sizeof(m));
2151         m.transparent = true;
2152         m.blendfunc1 = GL_SRC_ALPHA;
2153         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2154         m.vertex = &portalpointbuffer[0][0];
2155         m.vertexstep = sizeof(float[3]);
2156         m.ca = 0.125;
2157         for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
2158         {
2159                 if (portal->visframe == r_portalframecount)
2160                 {
2161                         if (portal->numpoints <= 256)
2162                         {
2163                                 i = portal - cl.worldmodel->portals;
2164                                 m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
2165                                 m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
2166                                 m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
2167                                 point = portal->points;
2168                                 if (PlaneDiff(r_origin, (&portal->plane)) > 0)
2169                                 {
2170                                         for (i = portal->numpoints - 1;i >= 0;i--)
2171                                                 VectorCopy(point[i].position, portalpointbuffer[i]);
2172                                 }
2173                                 else
2174                                 {
2175                                         for (i = 0;i < portal->numpoints;i++)
2176                                                 VectorCopy(point[i].position, portalpointbuffer[i]);
2177                                 }
2178                                 R_Mesh_DrawPolygon(&m, portal->numpoints);
2179                         }
2180                 }
2181         }
2182 }
2183
2184 void R_SetupForBModelRendering(void)
2185 {
2186         int                     i;
2187         msurface_t      *s;
2188         model_t         *model;
2189         vec3_t          modelorg;
2190
2191         // because bmodels can be reused, we have to decide which things to render
2192         // from scratch every time
2193
2194         model = currentrenderentity->model;
2195
2196         softwaretransformforentity (currentrenderentity);
2197         softwareuntransform(r_origin, modelorg);
2198
2199         for (i = 0;i < model->nummodelsurfaces;i++)
2200         {
2201                 s = model->modelsortedsurfaces[i];
2202                 if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
2203                         s->visframe = r_framecount;
2204                 else
2205                         s->visframe = -1;
2206                 s->worldnodeframe = -1;
2207                 s->lightframe = -1;
2208                 s->dlightframe = -1;
2209                 s->insertframe = -1;
2210         }
2211 }
2212
2213 void R_SetupForWorldRendering(void)
2214 {
2215         // there is only one instance of the world, but it can be rendered in
2216         // multiple stages
2217
2218         currentrenderentity = &cl_entities[0].render;
2219         softwaretransformidentity();
2220 }
2221
2222 static void R_SurfMarkLights (void)
2223 {
2224         int                     i;
2225         msurface_t      *s;
2226
2227         if (r_dynamic.integer)
2228                 R_MarkLights();
2229
2230         if (!r_vertexsurfaces.integer)
2231         {
2232                 for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
2233                 {
2234                         s = currentrenderentity->model->modelsortedsurfaces[i];
2235                         if (s->visframe == r_framecount && s->lightmaptexture != NULL)
2236                         {
2237                                 if (s->cached_dlight
2238                                  || s->cached_ambient != r_ambient.value
2239                                  || s->cached_lightscalebit != lightscalebit)
2240                                         R_BuildLightMap(s, false); // base lighting changed
2241                                 else if (r_dynamic.integer)
2242                                 {
2243                                         if  (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0]
2244                                          || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1]
2245                                          || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2]
2246                                          || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))))))
2247                                         //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]]
2248                                         // || s->cached_light[1] != d_lightstylevalue[s->styles[1]]
2249                                         // || s->cached_light[2] != d_lightstylevalue[s->styles[2]]
2250                                         // || s->cached_light[3] != d_lightstylevalue[s->styles[3]])
2251                                                 R_BuildLightMap(s, false); // base lighting changed
2252                                         else if (s->dlightframe == r_framecount && r_dlightmap.integer)
2253                                                 R_BuildLightMap(s, true); // only dlights
2254                                 }
2255                         }
2256                 }
2257         }
2258 }
2259
2260 void R_MarkWorldLights(void)
2261 {
2262         R_SetupForWorldRendering();
2263         R_SurfMarkLights();
2264 }
2265
2266 /*
2267 =============
2268 R_DrawWorld
2269 =============
2270 */
2271 void R_DrawWorld (void)
2272 {
2273         R_SetupForWorldRendering();
2274
2275         if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
2276                 R_SolidWorldNode ();
2277         else
2278                 R_PVSWorldNode ();
2279 }
2280
2281 /*
2282 =================
2283 R_DrawBrushModel
2284 =================
2285 */
2286 void R_DrawBrushModelSky (void)
2287 {
2288         R_SetupForBModelRendering();
2289
2290         R_PrepareSurfaces();
2291         R_DrawSurfaces(SHADERSTAGE_SKY);
2292 }
2293
2294 void R_DrawBrushModelNormal (void)
2295 {
2296         c_bmodels++;
2297
2298         // have to flush queue because of possible lightmap reuse
2299         R_Mesh_Render();
2300
2301         R_SetupForBModelRendering();
2302
2303         R_SurfMarkLights();
2304
2305         R_PrepareSurfaces();
2306
2307         if (!skyrendermasked)
2308                 R_DrawSurfaces(SHADERSTAGE_SKY);
2309         R_DrawSurfaces(SHADERSTAGE_NORMAL);
2310         R_DrawSurfaces(SHADERSTAGE_FOG);
2311 }