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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24
25 #define MAX_LIGHTMAP_SIZE 256
26
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
29
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
31
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
41
42 /*
43 // FIXME: these arrays are huge!
44 int r_q1bsp_maxmarkleafs;
45 int r_q1bsp_nummarkleafs;
46 mleaf_t *r_q1bsp_maxleaflist[65536];
47 int r_q1bsp_maxmarksurfaces;
48 int r_q1bsp_nummarksurfaces;
49 msurface_t *r_q1bsp_maxsurfacelist[65536];
50
51 // FIXME: these arrays are huge!
52 int r_q3bsp_maxmarkleafs;
53 int r_q3bsp_nummarkleafs;
54 q3mleaf_t *r_q3bsp_maxleaflist[65536];
55 int r_q3bsp_maxmarksurfaces;
56 int r_q3bsp_nummarksurfaces;
57 q3mface_t *r_q3bsp_maxsurfacelist[65536];
58 */
59
60 static int dlightdivtable[32768];
61
62 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
63 {
64         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
65         unsigned int *bl;
66         float dist, impact[3], local[3];
67         dlight_t *light;
68
69         lit = false;
70
71         smax = (surf->extents[0] >> 4) + 1;
72         tmax = (surf->extents[1] >> 4) + 1;
73         smax3 = smax * 3;
74
75         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
76         {
77                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
78                         continue;                                       // not lit by this light
79
80                 Matrix4x4_Transform(matrix, light->origin, local);
81                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
82
83                 // for comparisons to minimum acceptable light
84                 // compensate for LIGHTOFFSET
85                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
86
87                 dist2 = dist * dist;
88                 dist2 += LIGHTOFFSET;
89                 if (dist2 >= maxdist)
90                         continue;
91
92                 if (surf->plane->type < 3)
93                 {
94                         VectorCopy(local, impact);
95                         impact[surf->plane->type] -= dist;
96                 }
97                 else
98                 {
99                         impact[0] = local[0] - surf->plane->normal[0] * dist;
100                         impact[1] = local[1] - surf->plane->normal[1] * dist;
101                         impact[2] = local[2] - surf->plane->normal[2] * dist;
102                 }
103
104                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
105                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
106
107                 s = bound(0, impacts, smax * 16) - impacts;
108                 t = bound(0, impactt, tmax * 16) - impactt;
109                 i = s * s + t * t + dist2;
110                 if (i > maxdist)
111                         continue;
112
113                 // reduce calculations
114                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
115                         sdtable[s] = i * i + dist2;
116
117                 maxdist3 = maxdist - dist2;
118
119                 // convert to 8.8 blocklights format
120                 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
121                 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
122                 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
123                 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
124                 bl = intblocklights;
125
126                 i = impactt;
127                 for (t = 0;t < tmax;t++, i -= 16)
128                 {
129                         td = i * i;
130                         // make sure some part of it is visible on this line
131                         if (td < maxdist3)
132                         {
133                                 maxdist2 = maxdist - td;
134                                 for (s = 0;s < smax;s++)
135                                 {
136                                         if (sdtable[s] < maxdist2)
137                                         {
138                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
139                                                 if (k > 0)
140                                                 {
141                                                         bl[0] += (red   * k);
142                                                         bl[1] += (green * k);
143                                                         bl[2] += (blue  * k);
144                                                         lit = true;
145                                                 }
146                                         }
147                                         bl += 3;
148                                 }
149                         }
150                         else // skip line
151                                 bl += smax3;
152                 }
153         }
154         return lit;
155 }
156
157 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
158 {
159         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
160         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
161         dlight_t *light;
162
163         lit = false;
164
165         smax = (surf->extents[0] >> 4) + 1;
166         tmax = (surf->extents[1] >> 4) + 1;
167         smax3 = smax * 3;
168
169         for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
170         {
171                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
172                         continue;                                       // not lit by this light
173
174                 Matrix4x4_Transform(matrix, light->origin, local);
175                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
176
177                 // for comparisons to minimum acceptable light
178                 // compensate for LIGHTOFFSET
179                 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
180
181                 dist2 = dist * dist;
182                 dist2 += LIGHTOFFSET;
183                 if (dist2 >= maxdist)
184                         continue;
185
186                 if (surf->plane->type < 3)
187                 {
188                         VectorCopy(local, impact);
189                         impact[surf->plane->type] -= dist;
190                 }
191                 else
192                 {
193                         impact[0] = local[0] - surf->plane->normal[0] * dist;
194                         impact[1] = local[1] - surf->plane->normal[1] * dist;
195                         impact[2] = local[2] - surf->plane->normal[2] * dist;
196                 }
197
198                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
199                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
200
201                 td = bound(0, impacts, smax * 16) - impacts;
202                 td1 = bound(0, impactt, tmax * 16) - impactt;
203                 td = td * td + td1 * td1 + dist2;
204                 if (td > maxdist)
205                         continue;
206
207                 // reduce calculations
208                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
209                         sdtable[s] = td1 * td1 + dist2;
210
211                 maxdist3 = maxdist - dist2;
212
213                 // convert to 8.8 blocklights format
214                 red = light->rtlight.lightmap_light[0];
215                 green = light->rtlight.lightmap_light[1];
216                 blue = light->rtlight.lightmap_light[2];
217                 subtract = light->rtlight.lightmap_subtract * 32768.0f;
218                 bl = floatblocklights;
219
220                 td1 = impactt;
221                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
222                 {
223                         td = td1 * td1;
224                         // make sure some part of it is visible on this line
225                         if (td < maxdist3)
226                         {
227                                 maxdist2 = maxdist - td;
228                                 for (s = 0;s < smax;s++)
229                                 {
230                                         if (sdtable[s] < maxdist2)
231                                         {
232                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
233                                                 bl[0] += red   * k;
234                                                 bl[1] += green * k;
235                                                 bl[2] += blue  * k;
236                                                 lit = true;
237                                         }
238                                         bl += 3;
239                                 }
240                         }
241                         else // skip line
242                                 bl += smax3;
243                 }
244         }
245         return lit;
246 }
247
248 /*
249 ===============
250 R_BuildLightMap
251
252 Combine and scale multiple lightmaps into the 8.8 format in blocklights
253 ===============
254 */
255 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
256 {
257         if (!r_floatbuildlightmap.integer)
258         {
259                 int smax, tmax, i, j, size, size3, maps, stride, l;
260                 unsigned int *bl, scale;
261                 qbyte *lightmap, *out, *stain;
262
263                 // update cached lighting info
264                 surf->cached_dlight = 0;
265
266                 smax = (surf->extents[0]>>4)+1;
267                 tmax = (surf->extents[1]>>4)+1;
268                 size = smax*tmax;
269                 size3 = size*3;
270                 lightmap = surf->samples;
271
272         // set to full bright if no light data
273                 bl = intblocklights;
274                 if (!ent->model->brushq1.lightdata)
275                 {
276                         for (i = 0;i < size3;i++)
277                                 bl[i] = 255*256;
278                 }
279                 else
280                 {
281         // clear to no light
282                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
283                         if (j)
284                         {
285                                 for (i = 0;i < size3;i++)
286                                         *bl++ = j;
287                         }
288                         else
289                                 memset(bl, 0, size*3*sizeof(unsigned int));
290
291                         if (surf->dlightframe == r_framecount)
292                         {
293                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
294                                 if (surf->cached_dlight)
295                                         c_light_polys++;
296                         }
297
298         // add all the lightmaps
299                         if (lightmap)
300                         {
301                                 bl = intblocklights;
302                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
303                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
304                                                 bl[i] += lightmap[i] * scale;
305                         }
306                 }
307
308                 stain = surf->stainsamples;
309                 bl = intblocklights;
310                 out = templight;
311                 // the >> 16 shift adjusts down 8 bits to account for the stainmap
312                 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
313                 // be doubled during rendering to achieve 2x overbright
314                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
315                 if (ent->model->brushq1.lightmaprgba)
316                 {
317                         stride = (surf->lightmaptexturestride - smax) * 4;
318                         for (i = 0;i < tmax;i++, out += stride)
319                         {
320                                 for (j = 0;j < smax;j++)
321                                 {
322                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
323                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
324                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
325                                         *out++ = 255;
326                                 }
327                         }
328                 }
329                 else
330                 {
331                         stride = (surf->lightmaptexturestride - smax) * 3;
332                         for (i = 0;i < tmax;i++, out += stride)
333                         {
334                                 for (j = 0;j < smax;j++)
335                                 {
336                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
338                                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
339                                 }
340                         }
341                 }
342
343                 R_UpdateTexture(surf->lightmaptexture, templight);
344         }
345         else
346         {
347                 int smax, tmax, i, j, size, size3, maps, stride, l;
348                 float *bl, scale;
349                 qbyte *lightmap, *out, *stain;
350
351                 // update cached lighting info
352                 surf->cached_dlight = 0;
353
354                 smax = (surf->extents[0]>>4)+1;
355                 tmax = (surf->extents[1]>>4)+1;
356                 size = smax*tmax;
357                 size3 = size*3;
358                 lightmap = surf->samples;
359
360         // set to full bright if no light data
361                 bl = floatblocklights;
362                 if (!ent->model->brushq1.lightdata)
363                         j = 255*256;
364                 else
365                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
366
367                 // clear to no light
368                 if (j)
369                 {
370                         for (i = 0;i < size3;i++)
371                                 *bl++ = j;
372                 }
373                 else
374                         memset(bl, 0, size*3*sizeof(float));
375
376                 if (surf->dlightframe == r_framecount)
377                 {
378                         surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
379                         if (surf->cached_dlight)
380                                 c_light_polys++;
381                 }
382
383                 // add all the lightmaps
384                 if (lightmap)
385                 {
386                         bl = floatblocklights;
387                         for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
388                                 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
389                                         bl[i] += lightmap[i] * scale;
390                 }
391
392                 stain = surf->stainsamples;
393                 bl = floatblocklights;
394                 out = templight;
395                 // this scaling adjusts down 8 bits to account for the stainmap
396                 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
397                 // be doubled during rendering to achieve 2x overbright
398                 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
399                 scale = 1.0f / (1 << 16);
400                 if (ent->model->brushq1.lightmaprgba)
401                 {
402                         stride = (surf->lightmaptexturestride - smax) * 4;
403                         for (i = 0;i < tmax;i++, out += stride)
404                         {
405                                 for (j = 0;j < smax;j++)
406                                 {
407                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
408                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
409                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
410                                         *out++ = 255;
411                                 }
412                         }
413                 }
414                 else
415                 {
416                         stride = (surf->lightmaptexturestride - smax) * 3;
417                         for (i = 0;i < tmax;i++, out += stride)
418                         {
419                                 for (j = 0;j < smax;j++)
420                                 {
421                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
422                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
423                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
424                                 }
425                         }
426                 }
427
428                 R_UpdateTexture(surf->lightmaptexture, templight);
429         }
430 }
431
432 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
433 {
434         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
435         msurface_t *surf, *endsurf;
436         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
437         qbyte *bl;
438         vec3_t impact;
439
440         maxdist = radius * radius;
441         invradius = 1.0f / radius;
442
443 loc0:
444         if (node->contents < 0)
445                 return;
446         ndist = PlaneDiff(origin, node->plane);
447         if (ndist > radius)
448         {
449                 node = node->children[0];
450                 goto loc0;
451         }
452         if (ndist < -radius)
453         {
454                 node = node->children[1];
455                 goto loc0;
456         }
457
458         dist2 = ndist * ndist;
459         maxdist3 = maxdist - dist2;
460
461         if (node->plane->type < 3)
462         {
463                 VectorCopy(origin, impact);
464                 impact[node->plane->type] -= ndist;
465         }
466         else
467         {
468                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
469                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
470                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
471         }
472
473         for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
474         {
475                 if (surf->stainsamples)
476                 {
477                         smax = (surf->extents[0] >> 4) + 1;
478                         tmax = (surf->extents[1] >> 4) + 1;
479
480                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
481                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
482
483                         s = bound(0, impacts, smax * 16) - impacts;
484                         t = bound(0, impactt, tmax * 16) - impactt;
485                         i = s * s + t * t + dist2;
486                         if (i > maxdist)
487                                 continue;
488
489                         // reduce calculations
490                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
491                                 sdtable[s] = i * i + dist2;
492
493                         bl = surf->stainsamples;
494                         smax3 = smax * 3;
495                         stained = false;
496
497                         i = impactt;
498                         for (t = 0;t < tmax;t++, i -= 16)
499                         {
500                                 td = i * i;
501                                 // make sure some part of it is visible on this line
502                                 if (td < maxdist3)
503                                 {
504                                         maxdist2 = maxdist - td;
505                                         for (s = 0;s < smax;s++)
506                                         {
507                                                 if (sdtable[s] < maxdist2)
508                                                 {
509                                                         ratio = lhrandom(0.0f, 1.0f);
510                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
511                                                         if (a >= (1.0f / 64.0f))
512                                                         {
513                                                                 if (a > 1)
514                                                                         a = 1;
515                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
516                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
517                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
518                                                                 stained = true;
519                                                         }
520                                                 }
521                                                 bl += 3;
522                                         }
523                                 }
524                                 else // skip line
525                                         bl += smax3;
526                         }
527                         // force lightmap upload
528                         if (stained)
529                                 surf->cached_dlight = true;
530                 }
531         }
532
533         if (node->children[0]->contents >= 0)
534         {
535                 if (node->children[1]->contents >= 0)
536                 {
537                         R_StainNode(node->children[0], model, origin, radius, fcolor);
538                         node = node->children[1];
539                         goto loc0;
540                 }
541                 else
542                 {
543                         node = node->children[0];
544                         goto loc0;
545                 }
546         }
547         else if (node->children[1]->contents >= 0)
548         {
549                 node = node->children[1];
550                 goto loc0;
551         }
552 }
553
554 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
555 {
556         int n;
557         float fcolor[8];
558         entity_render_t *ent;
559         model_t *model;
560         vec3_t org;
561         if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
562                 return;
563         fcolor[0] = cr1;
564         fcolor[1] = cg1;
565         fcolor[2] = cb1;
566         fcolor[3] = ca1 * (1.0f / 64.0f);
567         fcolor[4] = cr2 - cr1;
568         fcolor[5] = cg2 - cg1;
569         fcolor[6] = cb2 - cb1;
570         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
571
572         R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
573
574         // look for embedded bmodels
575         for (n = 0;n < cl_num_brushmodel_entities;n++)
576         {
577                 ent = cl_brushmodel_entities[n];
578                 model = ent->model;
579                 if (model && model->name[0] == '*')
580                 {
581                         Mod_CheckLoaded(model);
582                         if (model->brushq1.nodes)
583                         {
584                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
585                                 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
586                         }
587                 }
588         }
589 }
590
591
592 /*
593 =============================================================
594
595         BRUSH MODELS
596
597 =============================================================
598 */
599
600 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
601 {
602         int i;
603         float scale;
604         const qbyte *lm;
605         if (styles[0] != 255)
606         {
607                 for (i = 0;i < numverts;i++, c += 4)
608                 {
609                         lm = samples + lightmapoffsets[i];
610                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
611                         VectorMA(c, scale, lm, c);
612                         if (styles[1] != 255)
613                         {
614                                 lm += size3;
615                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
616                                 VectorMA(c, scale, lm, c);
617                                 if (styles[2] != 255)
618                                 {
619                                         lm += size3;
620                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
621                                         VectorMA(c, scale, lm, c);
622                                         if (styles[3] != 255)
623                                         {
624                                                 lm += size3;
625                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
626                                                 VectorMA(c, scale, lm, c);
627                                         }
628                                 }
629                         }
630                 }
631         }
632 }
633
634 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
635 {
636         int i;
637         float diff[3], f;
638         if (fogenabled)
639         {
640                 for (i = 0;i < numverts;i++, v += 3, c += 4)
641                 {
642                         VectorSubtract(v, modelorg, diff);
643                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
644                         VectorScale(c, f, c);
645                 }
646         }
647         else if (colorscale != 1)
648                 for (i = 0;i < numverts;i++, c += 4)
649                         VectorScale(c, colorscale, c);
650 }
651
652 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
653 {
654         int i;
655         float diff[3], f;
656         r *= colorscale;
657         g *= colorscale;
658         b *= colorscale;
659         if (fogenabled)
660         {
661                 for (i = 0;i < numverts;i++, v += 3, c += 4)
662                 {
663                         VectorSubtract(v, modelorg, diff);
664                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
665                         c[0] = r * f;
666                         c[1] = g * f;
667                         c[2] = b * f;
668                         c[3] = a;
669                 }
670         }
671         else
672         {
673                 for (i = 0;i < numverts;i++, c += 4)
674                 {
675                         c[0] = r;
676                         c[1] = g;
677                         c[2] = b;
678                         c[3] = a;
679                 }
680         }
681 }
682
683 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
684 {
685         int i;
686         float diff[3], f;
687         r *= colorscale;
688         g *= colorscale;
689         b *= colorscale;
690         for (i = 0;i < numverts;i++, v += 3, c += 4)
691         {
692                 VectorSubtract(v, modelorg, diff);
693                 f = exp(fogdensity/DotProduct(diff, diff));
694                 c[0] = r;
695                 c[1] = g;
696                 c[2] = b;
697                 c[3] = a * f;
698         }
699 }
700
701 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
702 {
703         float f;
704         const float *v;
705         float *c;
706         int i, l, lit = false;
707         const dlight_t *light;
708         vec3_t lightorigin;
709         for (l = 0;l < r_numdlights;l++)
710         {
711                 if (dlightbits[l >> 5] & (1 << (l & 31)))
712                 {
713                         light = &r_dlight[l];
714                         Matrix4x4_Transform(matrix, light->origin, lightorigin);
715                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
716                         {
717                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
718                                 if (f < light->rtlight.lightmap_cullradius2)
719                                 {
720                                         f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
721                                         VectorMA(c, f, light->rtlight.lightmap_light, c);
722                                         lit = true;
723                                 }
724                         }
725                 }
726         }
727         return lit;
728 }
729
730 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
731 {
732         const msurface_t *surf;
733         rmeshstate_t m;
734
735         // LordHavoc: HalfLife maps have freaky skypolys...
736         if (ent->model->brush.ishlbsp)
737                 return;
738
739         if (skyrendernow)
740         {
741                 skyrendernow = false;
742                 if (skyrendermasked)
743                         R_Sky();
744         }
745
746         R_Mesh_Matrix(&ent->matrix);
747
748         GL_ColorPointer(NULL);
749         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
750         if (skyrendermasked)
751         {
752                 // depth-only (masking)
753                 GL_ColorMask(0,0,0,0);
754                 // just to make sure that braindead drivers don't draw anything
755                 // despite that colormask...
756                 GL_BlendFunc(GL_ZERO, GL_ONE);
757         }
758         else
759         {
760                 // fog sky
761                 GL_BlendFunc(GL_ONE, GL_ZERO);
762         }
763         GL_DepthMask(true);
764         GL_DepthTest(true);
765
766
767         while((surf = *surfchain++) != NULL)
768         {
769                 if (surf->visframe == r_framecount)
770                 {
771                         memset(&m, 0, sizeof(m));
772                         m.pointer_vertex = surf->mesh.data_vertex3f;
773                         R_Mesh_State(&m);
774                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
775                 }
776         }
777         GL_ColorMask(1,1,1,1);
778 }
779
780 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
781 {
782         const entity_render_t *ent = calldata1;
783         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
784         rmeshstate_t m;
785         float alpha;
786         float modelorg[3];
787         texture_t *texture;
788         matrix4x4_t tempmatrix;
789         float   args[4] = {0.05f,0,0,0.04f};
790
791         if (gl_textureshader && r_watershader.value && !fogenabled)
792         {
793                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
794                 R_Mesh_TextureMatrix(1, &tempmatrix);
795                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
796                 R_Mesh_TextureMatrix(0, &tempmatrix);
797         }
798         else if (r_waterscroll.value)
799         {
800                 // scrolling in texture matrix
801                 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
802                 R_Mesh_TextureMatrix(0, &tempmatrix);
803         }
804
805         R_Mesh_Matrix(&ent->matrix);
806         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
807
808         memset(&m, 0, sizeof(m));
809         texture = surf->texinfo->texture->currentframe;
810         alpha = texture->currentalpha;
811         if (texture->rendertype == SURFRENDER_ADD)
812         {
813                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
814                 GL_DepthMask(false);
815         }
816         else if (texture->rendertype == SURFRENDER_ALPHA)
817         {
818                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
819                 GL_DepthMask(false);
820         }
821         else
822         {
823                 GL_BlendFunc(GL_ONE, GL_ZERO);
824                 GL_DepthMask(true);
825         }
826         if (gl_textureshader && r_watershader.value && !fogenabled)
827         {
828                 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
829                 m.tex[1] = R_GetTexture(texture->skin.base);
830         }
831         else
832                 m.tex[0] = R_GetTexture(texture->skin.base);
833         GL_DepthTest(true);
834         if (fogenabled)
835                 GL_ColorPointer(varray_color4f);
836         else
837         {
838                 GL_ColorPointer(NULL);
839                 GL_Color(1, 1, 1, alpha);
840         }
841         if (gl_textureshader && r_watershader.value && !fogenabled)
842         {
843                 GL_ActiveTexture (0);
844                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
845                 GL_ActiveTexture (1);
846                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
847                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
848                 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
849                 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
850                 qglEnable (GL_TEXTURE_SHADER_NV);
851         }
852
853         m.pointer_vertex = surf->mesh.data_vertex3f;
854         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
855         m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
856         m.texcombinergb[1] = GL_REPLACE;
857         R_Mesh_State(&m);
858         if (fogenabled)
859         {
860                 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
861                 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
862         }
863         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
864
865         if (gl_textureshader && r_watershader.value && !fogenabled)
866         {
867                 qglDisable (GL_TEXTURE_SHADER_NV);
868                 GL_ActiveTexture (0);
869         }
870
871         if (fogenabled)
872         {
873                 memset(&m, 0, sizeof(m));
874                 m.pointer_vertex = surf->mesh.data_vertex3f;
875                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
876                 GL_DepthMask(false);
877                 GL_DepthTest(true);
878                 m.tex[0] = R_GetTexture(texture->skin.fog);
879                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
880                 GL_ColorPointer(varray_color4f);
881                 R_Mesh_State(&m);
882                 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
883                 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
884         }
885
886         if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
887         {
888                 Matrix4x4_CreateIdentity(&tempmatrix);
889                 R_Mesh_TextureMatrix(0, &tempmatrix);
890                 R_Mesh_TextureMatrix(1, &tempmatrix);
891         }
892 }
893
894 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
895 {
896         const msurface_t *surf;
897         msurface_t **chain;
898         vec3_t center;
899         if (texture->rendertype != SURFRENDER_OPAQUE)
900         {
901                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
902                 {
903                         if (surf->visframe == r_framecount)
904                         {
905                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
906                                 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
907                         }
908                 }
909         }
910         else
911                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
912                         if (surf->visframe == r_framecount)
913                                 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
914 }
915
916 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
917 {
918         float base, colorscale;
919         rmeshstate_t m;
920         float modelorg[3];
921         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
922         memset(&m, 0, sizeof(m));
923         if (rendertype == SURFRENDER_ADD)
924         {
925                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
926                 GL_DepthMask(false);
927         }
928         else if (rendertype == SURFRENDER_ALPHA)
929         {
930                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
931                 GL_DepthMask(false);
932         }
933         else
934         {
935                 GL_BlendFunc(GL_ONE, GL_ZERO);
936                 GL_DepthMask(true);
937         }
938         m.tex[0] = R_GetTexture(texture->skin.base);
939         colorscale = 1;
940         if (gl_combine.integer)
941         {
942                 m.texrgbscale[0] = 4;
943                 colorscale *= 0.25f;
944         }
945         base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
946         GL_DepthTest(true);
947         GL_ColorPointer(varray_color4f);
948
949         m.pointer_vertex = surf->mesh.data_vertex3f;
950         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
951         R_Mesh_State(&m);
952         R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
953         if (!(ent->effects & EF_FULLBRIGHT))
954         {
955                 if (surf->dlightframe == r_framecount)
956                         RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
957                 if (surf->flags & SURF_LIGHTMAP)
958                         RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
959         }
960         RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
961         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
962 }
963
964 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
965 {
966         rmeshstate_t m;
967         float modelorg[3];
968         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
969         memset(&m, 0, sizeof(m));
970         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
971         GL_DepthMask(false);
972         GL_DepthTest(true);
973         m.tex[0] = R_GetTexture(texture->skin.glow);
974         GL_ColorPointer(varray_color4f);
975
976         m.pointer_vertex = surf->mesh.data_vertex3f;
977         if (m.tex[0])
978                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
979         R_Mesh_State(&m);
980         RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
981         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
982 }
983
984 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
985 {
986         rmeshstate_t m;
987         float modelorg[3];
988         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
989         memset(&m, 0, sizeof(m));
990         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
991         GL_DepthMask(false);
992         GL_DepthTest(true);
993         m.tex[0] = R_GetTexture(texture->skin.fog);
994         GL_ColorPointer(varray_color4f);
995
996         m.pointer_vertex = surf->mesh.data_vertex3f;
997         if (m.tex[0])
998                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
999         R_Mesh_State(&m);
1000         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
1001         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1002 }
1003
1004 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1005 {
1006         const msurface_t *surf;
1007         rmeshstate_t m;
1008         int lightmaptexturenum;
1009         memset(&m, 0, sizeof(m));
1010         GL_BlendFunc(GL_ONE, GL_ZERO);
1011         GL_DepthMask(true);
1012         GL_DepthTest(true);
1013         m.tex[0] = R_GetTexture(texture->skin.base);
1014         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1015         m.texrgbscale[1] = 2;
1016         m.tex[2] = R_GetTexture(texture->skin.detail);
1017         m.texrgbscale[2] = 2;
1018         if (texture->skin.glow)
1019         {
1020                 m.tex[3] = R_GetTexture(texture->skin.glow);
1021                 m.texcombinergb[3] = GL_ADD;
1022         }
1023         GL_ColorPointer(NULL);
1024         if (r_shadow_realtime_world.integer)
1025                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1026         else
1027                 GL_Color(1, 1, 1, 1);
1028
1029         while((surf = *surfchain++) != NULL)
1030         {
1031                 if (surf->visframe == r_framecount)
1032                 {
1033                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1034                         m.tex[1] = lightmaptexturenum;
1035                         m.pointer_vertex = surf->mesh.data_vertex3f;
1036                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1037                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1038                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1039                         m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1040                         R_Mesh_State(&m);
1041                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1042                 }
1043         }
1044 }
1045
1046 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1047 {
1048         const msurface_t *surf;
1049         rmeshstate_t m;
1050         int lightmaptexturenum;
1051         memset(&m, 0, sizeof(m));
1052         GL_BlendFunc(GL_ONE, GL_ZERO);
1053         GL_DepthMask(true);
1054         GL_DepthTest(true);
1055         m.tex[0] = R_GetTexture(texture->skin.base);
1056         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1057         m.texrgbscale[1] = 2;
1058         m.tex[2] = R_GetTexture(texture->skin.detail);
1059         m.texrgbscale[2] = 2;
1060         GL_ColorPointer(NULL);
1061         if (r_shadow_realtime_world.integer)
1062                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1063         else
1064                 GL_Color(1, 1, 1, 1);
1065
1066         while((surf = *surfchain++) != NULL)
1067         {
1068                 if (surf->visframe == r_framecount)
1069                 {
1070                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1071                         m.tex[1] = lightmaptexturenum;
1072                         m.pointer_vertex = surf->mesh.data_vertex3f;
1073                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1074                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1075                         m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1076                         R_Mesh_State(&m);
1077                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1078                 }
1079         }
1080 }
1081
1082 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1083 {
1084         const msurface_t *surf;
1085         rmeshstate_t m;
1086         int lightmaptexturenum;
1087         memset(&m, 0, sizeof(m));
1088         GL_BlendFunc(GL_ONE, GL_ZERO);
1089         GL_DepthMask(true);
1090         GL_DepthTest(true);
1091         m.tex[0] = R_GetTexture(texture->skin.base);
1092         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1093         m.texrgbscale[1] = 2;
1094         GL_ColorPointer(NULL);
1095         if (r_shadow_realtime_world.integer)
1096                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1097         else
1098                 GL_Color(1, 1, 1, 1);
1099         while((surf = *surfchain++) != NULL)
1100         {
1101                 if (surf->visframe == r_framecount)
1102                 {
1103                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1104                         m.tex[1] = lightmaptexturenum;
1105                         m.pointer_vertex = surf->mesh.data_vertex3f;
1106                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1107                         m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1108                         R_Mesh_State(&m);
1109                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1110                 }
1111         }
1112 }
1113
1114 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1115 {
1116         const msurface_t *surf;
1117         rmeshstate_t m;
1118         memset(&m, 0, sizeof(m));
1119         GL_DepthMask(true);
1120         GL_DepthTest(true);
1121         GL_BlendFunc(GL_ONE, GL_ZERO);
1122         m.tex[0] = R_GetTexture(texture->skin.base);
1123         GL_ColorPointer(NULL);
1124         if (r_shadow_realtime_world.integer)
1125                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1126         else
1127                 GL_Color(1, 1, 1, 1);
1128         while((surf = *surfchain++) != NULL)
1129         {
1130                 if (surf->visframe == r_framecount)
1131                 {
1132                         m.pointer_vertex = surf->mesh.data_vertex3f;
1133                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1134                         R_Mesh_State(&m);
1135                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1136                 }
1137         }
1138 }
1139
1140 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1141 {
1142         const msurface_t *surf;
1143         rmeshstate_t m;
1144         int lightmaptexturenum;
1145         memset(&m, 0, sizeof(m));
1146         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1147         GL_DepthMask(false);
1148         GL_DepthTest(true);
1149         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1150         GL_ColorPointer(NULL);
1151         GL_Color(1, 1, 1, 1);
1152         while((surf = *surfchain++) != NULL)
1153         {
1154                 if (surf->visframe == r_framecount)
1155                 {
1156                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1157                         m.tex[0] = lightmaptexturenum;
1158                         m.pointer_vertex = surf->mesh.data_vertex3f;
1159                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1160                         R_Mesh_State(&m);
1161                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1162                 }
1163         }
1164 }
1165
1166 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1167 {
1168         const msurface_t *surf;
1169         rmeshstate_t m;
1170         float modelorg[3];
1171         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1172         memset(&m, 0, sizeof(m));
1173         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1174         GL_DepthMask(false);
1175         GL_DepthTest(true);
1176         GL_ColorPointer(varray_color4f);
1177         while((surf = *surfchain++) != NULL)
1178         {
1179                 if (surf->visframe == r_framecount)
1180                 {
1181                         m.pointer_vertex = surf->mesh.data_vertex3f;
1182                         if (m.tex[0])
1183                                 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1184                         R_Mesh_State(&m);
1185                         RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1186                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1187                 }
1188         }
1189 }
1190
1191 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1192 {
1193         const msurface_t *surf;
1194         rmeshstate_t m;
1195         memset(&m, 0, sizeof(m));
1196         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1197         GL_DepthMask(false);
1198         GL_DepthTest(true);
1199         m.tex[0] = R_GetTexture(texture->skin.detail);
1200         GL_ColorPointer(NULL);
1201         GL_Color(1, 1, 1, 1);
1202         while((surf = *surfchain++) != NULL)
1203         {
1204                 if (surf->visframe == r_framecount)
1205                 {
1206                         m.pointer_vertex = surf->mesh.data_vertex3f;
1207                         m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1208                         R_Mesh_State(&m);
1209                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1210                 }
1211         }
1212 }
1213
1214 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1215 {
1216         const msurface_t *surf;
1217         rmeshstate_t m;
1218         memset(&m, 0, sizeof(m));
1219         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1220         GL_DepthMask(false);
1221         GL_DepthTest(true);
1222         m.tex[0] = R_GetTexture(texture->skin.glow);
1223         GL_ColorPointer(NULL);
1224         GL_Color(1, 1, 1, 1);
1225         while((surf = *surfchain++) != NULL)
1226         {
1227                 if (surf->visframe == r_framecount)
1228                 {
1229                         m.pointer_vertex = surf->mesh.data_vertex3f;
1230                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1231                         R_Mesh_State(&m);
1232                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1233                 }
1234         }
1235 }
1236
1237 /*
1238 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1239 {
1240         const msurface_t *surf;
1241         rmeshstate_t m;
1242         memset(&m, 0, sizeof(m));
1243         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1244         GL_DepthMask(true);
1245         m.tex[0] = R_GetTexture(texture->skin.glow);
1246         GL_ColorPointer(NULL);
1247         if (m.tex[0])
1248                 GL_Color(1, 1, 1, 1);
1249         else
1250                 GL_Color(0, 0, 0, 1);
1251         while((surf = *surfchain++) != NULL)
1252         {
1253                 if (surf->visframe == r_framecount)
1254                 {
1255                         m.pointer_vertex = surf->mesh.data_vertex3f;
1256                         m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1257                         R_Mesh_State(&m);
1258                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1259                 }
1260         }
1261 }
1262 */
1263
1264 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1265 {
1266         const msurface_t *surf;
1267         rmeshstate_t m;
1268         int lightmaptexturenum;
1269         memset(&m, 0, sizeof(m));
1270         GL_BlendFunc(GL_ONE, GL_ZERO);
1271         GL_DepthMask(true);
1272         GL_DepthTest(true);
1273         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1274         GL_ColorPointer(NULL);
1275         if (r_shadow_realtime_world.integer)
1276                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1277         else
1278                 GL_Color(1, 1, 1, 1);
1279         while((surf = *surfchain++) != NULL)
1280         {
1281                 if (surf->visframe == r_framecount)
1282                 {
1283                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1284                         m.tex[0] = lightmaptexturenum;
1285                         m.pointer_vertex = surf->mesh.data_vertex3f;
1286                         m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1287                         R_Mesh_State(&m);
1288                         R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1289                 }
1290         }
1291 }
1292
1293 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1294 {
1295         const entity_render_t *ent = calldata1;
1296         const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1297         int rendertype;
1298         float currentalpha;
1299         texture_t *texture;
1300         R_Mesh_Matrix(&ent->matrix);
1301
1302         texture = surf->texinfo->texture;
1303         if (texture->animated)
1304                 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
1305
1306         currentalpha = ent->alpha;
1307         if (ent->effects & EF_ADDITIVE)
1308                 rendertype = SURFRENDER_ADD;
1309         else if (currentalpha < 1 || texture->skin.fog != NULL)
1310                 rendertype = SURFRENDER_ALPHA;
1311         else
1312                 rendertype = SURFRENDER_OPAQUE;
1313
1314         RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1315         if (texture->skin.glow)
1316                 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1317         if (fogenabled)
1318                 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1319 }
1320
1321 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1322 {
1323         const msurface_t *surf;
1324         msurface_t **chain;
1325         vec3_t center;
1326         if (texture->rendertype != SURFRENDER_OPAQUE)
1327         {
1328                 // transparent vertex shaded from lightmap
1329                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1330                 {
1331                         if (surf->visframe == r_framecount)
1332                         {
1333                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1334                                 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1335                         }
1336                 }
1337         }
1338         else if (ent->effects & EF_FULLBRIGHT)
1339         {
1340                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1341                 if (r_detailtextures.integer)
1342                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1343                 if (texture->skin.glow)
1344                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1345                 if (fogenabled)
1346                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1347         }
1348         /*
1349         // opaque base lighting
1350         else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1351         {
1352                 if (r_ambient.value > 0)
1353                 {
1354                 }
1355                 else
1356                         RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1357                 if (fogenabled)
1358                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1359         }
1360         */
1361         // opaque lightmapped
1362         else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1363         {
1364                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1365                 if (fogenabled)
1366                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1367         }
1368         else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1369         {
1370                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1371                 if (texture->skin.glow)
1372                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1373                 if (fogenabled)
1374                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1375         }
1376         else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1377         {
1378                 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1379                 if (r_detailtextures.integer)
1380                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1381                 if (texture->skin.glow)
1382                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1383                 if (fogenabled)
1384                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1385         }
1386         else if (!gl_lightmaps.integer)
1387         {
1388                 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1389                 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1390                 if (r_detailtextures.integer)
1391                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1392                 if (texture->skin.glow)
1393                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1394                 if (fogenabled)
1395                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1396         }
1397         else
1398         {
1399                 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1400                 if (fogenabled)
1401                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1402         }
1403 }
1404
1405 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1406 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1407 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1408
1409 int Cshader_count = 3;
1410 Cshader_t *Cshaders[3] =
1411 {
1412         &Cshader_wall_lightmap,
1413         &Cshader_water,
1414         &Cshader_sky
1415 };
1416
1417 void R_UpdateTextureInfo(entity_render_t *ent)
1418 {
1419         int i, texframe, alttextures;
1420         texture_t *t;
1421
1422         if (!ent->model)
1423                 return;
1424
1425         alttextures = ent->frame != 0;
1426         texframe = (int)(cl.time * 5.0f);
1427         for (i = 0;i < ent->model->brushq1.numtextures;i++)
1428         {
1429                 t = ent->model->brushq1.textures + i;
1430                 t->currentalpha = ent->alpha;
1431                 if (t->flags & SURF_WATERALPHA)
1432                         t->currentalpha *= r_wateralpha.value;
1433                 if (ent->effects & EF_ADDITIVE)
1434                         t->rendertype = SURFRENDER_ADD;
1435                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1436                         t->rendertype = SURFRENDER_ALPHA;
1437                 else
1438                         t->rendertype = SURFRENDER_OPAQUE;
1439                 // we don't need to set currentframe if t->animated is false because
1440                 // it was already set up by the texture loader for non-animating
1441                 if (t->animated)
1442                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1443         }
1444 }
1445
1446 void R_PrepareSurfaces(entity_render_t *ent)
1447 {
1448         int i, numsurfaces, *surfacevisframes;
1449         model_t *model;
1450         msurface_t *surf, *surfaces, **surfchain;
1451         vec3_t modelorg;
1452
1453         if (!ent->model)
1454                 return;
1455
1456         model = ent->model;
1457         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1458         numsurfaces = model->brushq1.nummodelsurfaces;
1459         surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1460         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1461
1462         R_UpdateTextureInfo(ent);
1463
1464         if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1465                 R_MarkLights(ent);
1466
1467         if (model->brushq1.light_ambient != r_ambient.value)
1468         {
1469                 model->brushq1.light_ambient = r_ambient.value;
1470                 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1471                         model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1472         }
1473         else
1474         {
1475                 for (i = 0;i < model->brushq1.light_styles;i++)
1476                 {
1477                         if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1478                         {
1479                                 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1480                                 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1481                                         (**surfchain).cached_dlight = true;
1482                         }
1483                 }
1484         }
1485
1486         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1487         {
1488                 if (surfacevisframes[i] == r_framecount)
1489                 {
1490 #if !WORLDNODECULLBACKFACES
1491                         // mark any backface surfaces as not visible
1492                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1493                         {
1494                                 if (!(surf->flags & SURF_PLANEBACK))
1495                                         surfacevisframes[i] = -1;
1496                         }
1497                         else
1498                         {
1499                                 if ((surf->flags & SURF_PLANEBACK))
1500                                         surfacevisframes[i] = -1;
1501                         }
1502                         if (surfacevisframes[i] == r_framecount)
1503 #endif
1504                         {
1505                                 c_faces++;
1506                                 surf->visframe = r_framecount;
1507                                 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1508                                         R_BuildLightMap(ent, surf);
1509                         }
1510                 }
1511         }
1512 }
1513
1514 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1515 {
1516         int i;
1517         texture_t *t;
1518         if (ent->model == NULL)
1519                 return;
1520         R_Mesh_Matrix(&ent->matrix);
1521         for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1522                 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1523                         t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1524 }
1525
1526 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1527 {
1528         int i;
1529         float *v;
1530         rmeshstate_t m;
1531         const entity_render_t *ent = calldata1;
1532         const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1533         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1534         GL_DepthMask(false);
1535         GL_DepthTest(true);
1536         R_Mesh_Matrix(&ent->matrix);
1537
1538         memset(&m, 0, sizeof(m));
1539         m.pointer_vertex = varray_vertex3f;
1540         R_Mesh_State(&m);
1541
1542         i = portal - ent->model->brushq1.portals;
1543         GL_ColorPointer(NULL);
1544         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1545                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1546                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1547                          0.125f);
1548         if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1549         {
1550                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1551                         VectorCopy(portal->points[i].position, v);
1552         }
1553         else
1554                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1555                         VectorCopy(portal->points[i].position, v);
1556         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1557 }
1558
1559 // LordHavoc: this is just a nice debugging tool, very slow
1560 static void R_DrawPortals(entity_render_t *ent)
1561 {
1562         int i;
1563         mportal_t *portal, *endportal;
1564         float temp[3], center[3], f;
1565         if (ent->model == NULL)
1566                 return;
1567         for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1568         {
1569                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1570                 {
1571                         VectorClear(temp);
1572                         for (i = 0;i < portal->numpoints;i++)
1573                                 VectorAdd(temp, portal->points[i].position, temp);
1574                         f = ixtable[portal->numpoints];
1575                         VectorScale(temp, f, temp);
1576                         Matrix4x4_Transform(&ent->matrix, temp, center);
1577                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1578                 }
1579         }
1580 }
1581
1582 void R_PrepareBrushModel(entity_render_t *ent)
1583 {
1584         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1585         msurface_t *surf;
1586         model_t *model;
1587 #if WORLDNODECULLBACKFACES
1588         vec3_t modelorg;
1589 #endif
1590
1591         // because bmodels can be reused, we have to decide which things to render
1592         // from scratch every time
1593         model = ent->model;
1594         if (model == NULL)
1595                 return;
1596 #if WORLDNODECULLBACKFACES
1597         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1598 #endif
1599         numsurfaces = model->brushq1.nummodelsurfaces;
1600         surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1601         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1602         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1603         for (i = 0;i < numsurfaces;i++, surf++)
1604         {
1605 #if WORLDNODECULLBACKFACES
1606                 // mark any backface surfaces as not visible
1607                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1608                 {
1609                         if ((surf->flags & SURF_PLANEBACK))
1610                                 surfacevisframes[i] = r_framecount;
1611                 }
1612                 else if (!(surf->flags & SURF_PLANEBACK))
1613                         surfacevisframes[i] = r_framecount;
1614 #else
1615                 surfacevisframes[i] = r_framecount;
1616 #endif
1617                 surf->dlightframe = -1;
1618         }
1619         R_PrepareSurfaces(ent);
1620 }
1621
1622 void R_SurfaceWorldNode (entity_render_t *ent)
1623 {
1624         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1625         msurface_t *surf;
1626         mleaf_t *leaf;
1627         model_t *model;
1628         vec3_t modelorg;
1629
1630         // equivilant to quake's RecursiveWorldNode but faster and more effective
1631         model = ent->model;
1632         if (model == NULL)
1633                 return;
1634         surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1635         surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1636         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1637
1638         for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1639         {
1640                 if (!R_CullBox (leaf->mins, leaf->maxs))
1641                 {
1642                         c_leafs++;
1643                         leaf->visframe = r_framecount;
1644                 }
1645         }
1646
1647         for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1648         {
1649                 surfnum = model->brushq1.pvssurflist[i];
1650                 surf = model->brushq1.surfaces + surfnum;
1651 #if WORLDNODECULLBACKFACES
1652                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1653                 {
1654                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1655                                 surfacevisframes[surfnum] = r_framecount;
1656                 }
1657                 else
1658                 {
1659                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1660                                 surfacevisframes[surfnum] = r_framecount;
1661                 }
1662 #else
1663                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1664                         surfacevisframes[surfnum] = r_framecount;
1665 #endif
1666         }
1667 }
1668
1669 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1670 {
1671         int c, leafstackpos, *mark, *surfacevisframes;
1672 #if WORLDNODECULLBACKFACES
1673         int n;
1674         msurface_t *surf;
1675 #endif
1676         mleaf_t *leaf, *leafstack[8192];
1677         mportal_t *p;
1678         vec3_t modelorg;
1679         msurface_t *surfaces;
1680         if (ent->model == NULL)
1681                 return;
1682         // LordHavoc: portal-passage worldnode with PVS;
1683         // follows portals leading outward from viewleaf, does not venture
1684         // offscreen or into leafs that are not visible, faster than Quake's
1685         // RecursiveWorldNode
1686         surfaces = ent->model->brushq1.surfaces;
1687         surfacevisframes = ent->model->brushq1.surfacevisframes;
1688         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1689         viewleaf->worldnodeframe = r_framecount;
1690         leafstack[0] = viewleaf;
1691         leafstackpos = 1;
1692         while (leafstackpos)
1693         {
1694                 c_leafs++;
1695                 leaf = leafstack[--leafstackpos];
1696                 leaf->visframe = r_framecount;
1697                 // draw any surfaces bounding this leaf
1698                 if (leaf->nummarksurfaces)
1699                 {
1700                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1701                         {
1702 #if WORLDNODECULLBACKFACES
1703                                 n = *mark++;
1704                                 if (surfacevisframes[n] != r_framecount)
1705                                 {
1706                                         surf = surfaces + n;
1707                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1708                                         {
1709                                                 if ((surf->flags & SURF_PLANEBACK))
1710                                                         surfacevisframes[n] = r_framecount;
1711                                         }
1712                                         else
1713                                         {
1714                                                 if (!(surf->flags & SURF_PLANEBACK))
1715                                                         surfacevisframes[n] = r_framecount;
1716                                         }
1717                                 }
1718 #else
1719                                 surfacevisframes[*mark++] = r_framecount;
1720 #endif
1721                         }
1722                 }
1723                 // follow portals into other leafs
1724                 for (p = leaf->portals;p;p = p->next)
1725                 {
1726                         // LordHavoc: this DotProduct hurts less than a cache miss
1727                         // (which is more likely to happen if backflowing through leafs)
1728                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1729                         {
1730                                 leaf = p->past;
1731                                 if (leaf->worldnodeframe != r_framecount)
1732                                 {
1733                                         leaf->worldnodeframe = r_framecount;
1734                                         // FIXME: R_CullBox is absolute, should be done relative
1735                                         if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1736                                                 leafstack[leafstackpos++] = leaf;
1737                                 }
1738                         }
1739                 }
1740         }
1741 }
1742
1743 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1744 {
1745         int j, c, *surfacepvsframes, *mark;
1746         mleaf_t *leaf;
1747         model_t *model;
1748
1749         model = ent->model;
1750         if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1751         {
1752                 model->brushq1.pvsframecount++;
1753                 model->brushq1.pvsviewleaf = viewleaf;
1754                 model->brushq1.pvsviewleafnovis = r_novis.integer;
1755                 model->brushq1.pvsleafchain = NULL;
1756                 model->brushq1.pvssurflistlength = 0;
1757                 if (viewleaf)
1758                 {
1759                         surfacepvsframes = model->brushq1.surfacepvsframes;
1760                         for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1761                         {
1762                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1763                                 {
1764                                         leaf->pvsframe = model->brushq1.pvsframecount;
1765                                         leaf->pvschain = model->brushq1.pvsleafchain;
1766                                         model->brushq1.pvsleafchain = leaf;
1767                                         // mark surfaces bounding this leaf as visible
1768                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1769                                                 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1770                                 }
1771                         }
1772                         model->brushq1.BuildPVSTextureChains(model);
1773                 }
1774         }
1775 }
1776
1777 void R_WorldVisibility(entity_render_t *ent)
1778 {
1779         vec3_t modelorg;
1780         mleaf_t *viewleaf;
1781
1782         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1783         viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1784         R_PVSUpdate(ent, viewleaf);
1785
1786         if (!viewleaf)
1787                 return;
1788
1789         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1790                 R_SurfaceWorldNode (ent);
1791         else
1792                 R_PortalWorldNode (ent, viewleaf);
1793 }
1794
1795 void R_DrawWorld(entity_render_t *ent)
1796 {
1797         if (ent->model == NULL)
1798                 return;
1799         if (!ent->model->brushq1.num_leafs)
1800         {
1801                 if (ent->model->DrawSky)
1802                         ent->model->DrawSky(ent);
1803                 if (ent->model->Draw)
1804                         ent->model->Draw(ent);
1805         }
1806         else
1807         {
1808                 R_PrepareSurfaces(ent);
1809                 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1810                 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1811                 if (r_drawportals.integer)
1812                         R_DrawPortals(ent);
1813         }
1814 }
1815
1816 void R_Model_Brush_DrawSky(entity_render_t *ent)
1817 {
1818         if (ent->model == NULL)
1819                 return;
1820         if (ent != &cl_entities[0].render)
1821                 R_PrepareBrushModel(ent);
1822         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1823 }
1824
1825 void R_Model_Brush_Draw(entity_render_t *ent)
1826 {
1827         if (ent->model == NULL)
1828                 return;
1829         c_bmodels++;
1830         if (ent != &cl_entities[0].render)
1831                 R_PrepareBrushModel(ent);
1832         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1833 }
1834
1835 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1836 {
1837 #if 0
1838         int i;
1839         msurface_t *surf;
1840         float projectdistance, f, temp[3], lightradius2;
1841         if (ent->model == NULL)
1842                 return;
1843         R_Mesh_Matrix(&ent->matrix);
1844         lightradius2 = lightradius * lightradius;
1845         R_UpdateTextureInfo(ent);
1846         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1847         //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1848         for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1849         {
1850                 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1851                 {
1852                         f = PlaneDiff(relativelightorigin, surf->plane);
1853                         if (surf->flags & SURF_PLANEBACK)
1854                                 f = -f;
1855                         // draw shadows only for frontfaces and only if they are close
1856                         if (f >= 0.1 && f < lightradius)
1857                         {
1858                                 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1859                                 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1860                                 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1861                                 if (DotProduct(temp, temp) < lightradius2)
1862                                         R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
1863                         }
1864                 }
1865         }
1866 #else
1867         int t, leafnum, marksurfnum, trianglenum;
1868         const int *e;
1869         msurface_t *surf;
1870         mleaf_t *leaf;
1871         const qbyte *pvs;
1872         float projectdistance;
1873         const float *v[3];
1874         vec3_t lightmins, lightmaxs;
1875         if (ent->model == NULL)
1876                 return;
1877         R_Mesh_Matrix(&ent->matrix);
1878         R_UpdateTextureInfo(ent);
1879         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1880         lightmins[0] = relativelightorigin[0] - lightradius;
1881         lightmins[1] = relativelightorigin[1] - lightradius;
1882         lightmins[2] = relativelightorigin[2] - lightradius;
1883         lightmaxs[0] = relativelightorigin[0] + lightradius;
1884         lightmaxs[1] = relativelightorigin[1] + lightradius;
1885         lightmaxs[2] = relativelightorigin[2] + lightradius;
1886         /*
1887         R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1888         maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
1889         ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
1890         for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
1891         {
1892                 surf = marksurface[marksurfacenum];
1893                 if (surf->shadowmark != shadowmarkcount)
1894                 {
1895                         surf->shadowmark = shadowmarkcount;
1896                         if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1897                         {
1898                                 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1899                                 {
1900                                         v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1901                                         v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1902                                         v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1903                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1904                                                 shadowmarklist[numshadowmark++] = t;
1905                                 }
1906                         }
1907                 }
1908         }
1909         */
1910         R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1911         if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1912         {
1913                 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1914                 // FIXME: use BSP recursion in q1bsp as dlights are often small
1915                 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1916                 {
1917                         if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1918                         {
1919                                 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1920                                 {
1921                                         surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1922                                         if (surf->shadowmark != shadowmarkcount)
1923                                         {
1924                                                 surf->shadowmark = shadowmarkcount;
1925                                                 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1926                                                 {
1927                                                         for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1928                                                         {
1929                                                                 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1930                                                                 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1931                                                                 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1932                                                                 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1933                                                                         shadowmarklist[numshadowmark++] = t;
1934                                                         }
1935                                                 }
1936                                         }
1937                                 }
1938                         }
1939                 }
1940         }
1941         else
1942         {
1943                 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1944                 {
1945                         if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1946                         {
1947                                 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1948                                 {
1949                                         v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1950                                         v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1951                                         v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1952                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1953                                                 shadowmarklist[numshadowmark++] = t;
1954                                 }
1955                         }
1956                 }
1957         }
1958         R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
1959 #endif
1960 }
1961
1962 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
1963 {
1964         int leafnum, marksurfnum;
1965         msurface_t *surf;
1966         mleaf_t *leaf;
1967         const qbyte *pvs;
1968         texture_t *t;
1969         float lightmins[3], lightmaxs[3];
1970         if (ent->model == NULL)
1971                 return;
1972         R_Mesh_Matrix(&ent->matrix);
1973         lightmins[0] = relativelightorigin[0] - lightradius;
1974         lightmins[1] = relativelightorigin[1] - lightradius;
1975         lightmins[2] = relativelightorigin[2] - lightradius;
1976         lightmaxs[0] = relativelightorigin[0] + lightradius;
1977         lightmaxs[1] = relativelightorigin[1] + lightradius;
1978         lightmaxs[2] = relativelightorigin[2] + lightradius;
1979         R_UpdateTextureInfo(ent);
1980         shadowmarkcount++;
1981         if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1982         {
1983                 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1984                 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1985                 {
1986                         if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1987                         {
1988                                 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1989                                 {
1990                                         surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1991                                         if (surf->shadowmark != shadowmarkcount)
1992                                         {
1993                                                 surf->shadowmark = shadowmarkcount;
1994                                                 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
1995                                                 {
1996                                                         t = surf->texinfo->texture->currentframe;
1997                                                         if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1998                                                         {
1999                                                                 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2000                                                                 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2001                                                         }
2002                                                 }
2003                                         }
2004                                 }
2005                         }
2006                 }
2007         }
2008         else
2009         {
2010                 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
2011                 {
2012                         if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2013                         {
2014                                 t = surf->texinfo->texture->currentframe;
2015                                 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2016                                 {
2017                                         R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2018                                         R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2019                                 }
2020                         }
2021                 }
2022         }
2023 }
2024
2025 void R_DrawCollisionBrush(colbrushf_t *brush)
2026 {
2027         int i;
2028         rmeshstate_t m;
2029         memset(&m, 0, sizeof(m));
2030         m.pointer_vertex = brush->points->v;
2031         R_Mesh_State(&m);
2032         i = ((int)brush) / sizeof(colbrushf_t);
2033         GL_ColorPointer(NULL);
2034         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2035         R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2036 }
2037
2038 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2039 {
2040         int i;
2041         rmeshstate_t m;
2042         if (!face->num_collisiontriangles)
2043                 return;
2044         memset(&m, 0, sizeof(m));
2045         m.pointer_vertex = face->data_collisionvertex3f;
2046         R_Mesh_State(&m);
2047         i = ((int)face) / sizeof(q3mface_t);
2048         GL_ColorPointer(NULL);
2049         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2050         R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2051 }
2052
2053 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2054 {
2055         rmeshstate_t m;
2056         if (!face->num_triangles)
2057                 return;
2058         c_faces++;
2059         if (skyrendernow)
2060         {
2061                 skyrendernow = false;
2062                 if (skyrendermasked)
2063                         R_Sky();
2064         }
2065
2066         R_Mesh_Matrix(&ent->matrix);
2067
2068         GL_ColorPointer(NULL);
2069         GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2070         if (skyrendermasked)
2071         {
2072                 // depth-only (masking)
2073                 GL_ColorMask(0,0,0,0);
2074                 // just to make sure that braindead drivers don't draw anything
2075                 // despite that colormask...
2076                 GL_BlendFunc(GL_ZERO, GL_ONE);
2077         }
2078         else
2079         {
2080                 // fog sky
2081                 GL_BlendFunc(GL_ONE, GL_ZERO);
2082         }
2083         GL_DepthMask(true);
2084         GL_DepthTest(true);
2085
2086         memset(&m, 0, sizeof(m));
2087         m.pointer_vertex = face->data_vertex3f;
2088         R_Mesh_State(&m);
2089
2090         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2091         GL_ColorMask(1,1,1,1);
2092 }
2093
2094 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2095 {
2096         rmeshstate_t m;
2097         memset(&m, 0, sizeof(m));
2098         GL_BlendFunc(GL_ONE, GL_ZERO);
2099         GL_DepthMask(true);
2100         GL_DepthTest(true);
2101         GL_ColorPointer(NULL);
2102         if (face->texture->skin.glow)
2103         {
2104                 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2105                 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2106                 GL_Color(1, 1, 1, 1);
2107         }
2108         else
2109                 GL_Color(0, 0, 0, 1);
2110         m.pointer_vertex = face->data_vertex3f;
2111         R_Mesh_State(&m);
2112         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2113 }
2114
2115 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2116 {
2117         rmeshstate_t m;
2118         memset(&m, 0, sizeof(m));
2119         GL_BlendFunc(GL_ONE, GL_ZERO);
2120         GL_DepthMask(true);
2121         GL_DepthTest(true);
2122         m.tex[0] = R_GetTexture(face->texture->skin.base);
2123         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2124         m.tex[1] = R_GetTexture(face->lightmaptexture);
2125         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2126         m.texrgbscale[1] = 2;
2127         GL_ColorPointer(NULL);
2128         GL_Color(1, 1, 1, 1);
2129         m.pointer_vertex = face->data_vertex3f;
2130         R_Mesh_State(&m);
2131         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2132 }
2133
2134 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2135 {
2136         rmeshstate_t m;
2137         memset(&m, 0, sizeof(m));
2138         GL_BlendFunc(GL_ONE, GL_ZERO);
2139         GL_DepthMask(true);
2140         GL_DepthTest(true);
2141         m.tex[0] = R_GetTexture(face->texture->skin.base);
2142         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2143         GL_ColorPointer(NULL);
2144         GL_Color(1, 1, 1, 1);
2145         m.pointer_vertex = face->data_vertex3f;
2146         R_Mesh_State(&m);
2147         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2148 }
2149
2150 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2151 {
2152         rmeshstate_t m;
2153         memset(&m, 0, sizeof(m));
2154         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2155         GL_DepthMask(false);
2156         GL_DepthTest(true);
2157         m.tex[0] = R_GetTexture(face->lightmaptexture);
2158         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2159         GL_ColorPointer(NULL);
2160         GL_Color(1, 1, 1, 1);
2161         m.pointer_vertex = face->data_vertex3f;
2162         R_Mesh_State(&m);
2163         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2164 }
2165
2166 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2167 {
2168         rmeshstate_t m;
2169         memset(&m, 0, sizeof(m));
2170         GL_BlendFunc(GL_ONE, GL_ZERO);
2171         GL_DepthMask(true);
2172         GL_DepthTest(true);
2173         m.tex[0] = R_GetTexture(face->lightmaptexture);
2174         m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2175         GL_ColorPointer(NULL);
2176         if (r_shadow_realtime_world.integer)
2177                 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2178         else
2179                 GL_Color(1, 1, 1, 1);
2180         m.pointer_vertex = face->data_vertex3f;
2181         R_Mesh_State(&m);
2182         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2183 }
2184
2185 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2186 {
2187         rmeshstate_t m;
2188         memset(&m, 0, sizeof(m));
2189         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2190         GL_DepthMask(false);
2191         GL_DepthTest(true);
2192         GL_ColorPointer(NULL);
2193         if (face->texture->skin.glow)
2194         {
2195                 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2196                 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2197                 GL_Color(1, 1, 1, 1);
2198         }
2199         else
2200                 GL_Color(0, 0, 0, 1);
2201         m.pointer_vertex = face->data_vertex3f;
2202         R_Mesh_State(&m);
2203         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2204 }
2205
2206 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2207 {
2208         int i;
2209         float mul;
2210         rmeshstate_t m;
2211         memset(&m, 0, sizeof(m));
2212         GL_BlendFunc(GL_ONE, GL_ZERO);
2213         GL_DepthMask(true);
2214         GL_DepthTest(true);
2215         m.tex[0] = R_GetTexture(face->texture->skin.base);
2216         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2217         mul = 2.0f;
2218         if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2219                 mul *= r_shadow_realtime_world_lightmaps.value;
2220         if (mul == 2 && gl_combine.integer)
2221         {
2222                 m.texrgbscale[0] = 2;
2223                 GL_ColorPointer(face->data_color4f);
2224         }
2225         else if (mul == 1)
2226                 GL_ColorPointer(face->data_color4f);
2227         else
2228         {
2229                 for (i = 0;i < face->num_vertices;i++)
2230                 {
2231                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2232                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2233                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2234                         varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2235                 }
2236                 GL_ColorPointer(varray_color4f);
2237         }
2238         m.pointer_vertex = face->data_vertex3f;
2239         R_Mesh_State(&m);
2240         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2241 }
2242
2243 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2244 {
2245         int i;
2246         float mul;
2247         rmeshstate_t m;
2248         memset(&m, 0, sizeof(m));
2249         GL_BlendFunc(GL_ONE, GL_ZERO);
2250         GL_DepthMask(true);
2251         GL_DepthTest(true);
2252         mul = 2.0f;
2253         if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2254                 mul *= r_shadow_realtime_world_lightmaps.value;
2255         if (mul == 1)
2256                 GL_ColorPointer(face->data_color4f);
2257         else
2258         {
2259                 for (i = 0;i < face->num_vertices;i++)
2260                 {
2261                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2262                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2263                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2264                         varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2265                 }
2266                 GL_ColorPointer(varray_color4f);
2267         }
2268         m.pointer_vertex = face->data_vertex3f;
2269         R_Mesh_State(&m);
2270         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2271 }
2272
2273 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2274 {
2275         rmeshstate_t m;
2276         memset(&m, 0, sizeof(m));
2277         GL_BlendFunc(GL_ONE, GL_ONE);
2278         GL_DepthMask(true);
2279         GL_DepthTest(true);
2280         m.tex[0] = R_GetTexture(face->texture->skin.base);
2281         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2282         GL_ColorPointer(NULL);
2283         GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2284         m.pointer_vertex = face->data_vertex3f;
2285         R_Mesh_State(&m);
2286         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2287 }
2288
2289 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2290 {
2291         const entity_render_t *ent = voident;
2292         q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2293         rmeshstate_t m;
2294         R_Mesh_Matrix(&ent->matrix);
2295         memset(&m, 0, sizeof(m));
2296         if (ent->effects & EF_ADDITIVE)
2297                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2298         else
2299                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2300         GL_DepthMask(false);
2301         GL_DepthTest(true);
2302         m.tex[0] = R_GetTexture(face->texture->skin.base);
2303         m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2304         // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2305         if (gl_combine.integer)
2306         {
2307                 m.texrgbscale[0] = 2;
2308                 if (r_textureunits.integer >= 2)
2309                 {
2310                         m.tex[1] = R_GetTexture(face->lightmaptexture);
2311                         m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2312                         GL_ColorPointer(NULL);
2313                         GL_Color(1, 1, 1, ent->alpha);
2314                 }
2315                 else
2316                 {
2317                         if (ent->alpha == 1)
2318                                 GL_ColorPointer(face->data_color4f);
2319                         else
2320                         {
2321                                 int i;
2322                                 for (i = 0;i < face->num_vertices;i++)
2323                                 {
2324                                         varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2325                                         varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2326                                         varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2327                                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2328                                 }
2329                                 GL_ColorPointer(varray_color4f);
2330                         }
2331                 }
2332         }
2333         else
2334         {
2335                 int i;
2336                 for (i = 0;i < face->num_vertices;i++)
2337                 {
2338                         varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2339                         varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2340                         varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2341                         varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2342                 }
2343                 GL_ColorPointer(varray_color4f);
2344         }
2345         m.pointer_vertex = face->data_vertex3f;
2346         R_Mesh_State(&m);
2347         qglDisable(GL_CULL_FACE);
2348         R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2349         qglEnable(GL_CULL_FACE);
2350 }
2351
2352 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2353 {
2354         if (!face->num_triangles)
2355                 return;
2356         if (face->texture->surfaceparms)
2357         {
2358                 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2359                         return;
2360         }
2361         c_faces++;
2362         face->visframe = r_framecount;
2363         if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2364         {
2365                 vec3_t facecenter, center;
2366                 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2367                 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2368                 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2369                 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2370                 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2371                 return;
2372         }
2373         R_Mesh_Matrix(&ent->matrix);
2374         if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2375                 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2376         else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2377         {
2378                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2379                 if (face->texture->skin.glow)
2380                         R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2381         }
2382         else if (face->lightmaptexture)
2383         {
2384                 if (gl_lightmaps.integer)
2385                         R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2386                 else
2387                 {
2388                         if (r_textureunits.integer >= 2 && gl_combine.integer)
2389                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2390                         else
2391                         {
2392                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2393                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2394                         }
2395                         if (face->texture->skin.glow)
2396                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2397                 }
2398         }
2399         else
2400         {
2401                 if (gl_lightmaps.integer)
2402                         R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2403                 else
2404                 {
2405                         R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2406                         if (face->texture->skin.glow)
2407                                 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2408                 }
2409         }
2410         if (r_ambient.value)
2411                 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2412 }
2413
2414 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2415 {
2416         int i;
2417         q3mleaf_t *leaf;
2418         for (;;)
2419         {
2420                 if (R_CullBox(node->mins, node->maxs))
2421                         return;
2422                 if (!node->plane)
2423                         break;
2424                 c_nodes++;
2425                 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2426                 node = node->children[1];
2427         }
2428         leaf = (q3mleaf_t *)node;
2429         if (CHECKPVSBIT(pvs, leaf->clusterindex))
2430         {
2431                 c_leafs++;
2432                 for (i = 0;i < leaf->numleaffaces;i++)
2433                         leaf->firstleafface[i]->markframe = markframe;
2434         }
2435 }
2436
2437 // FIXME: num_leafs needs to be recalculated at load time to include only
2438 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2439 // the submodels (which would render the submodels occasionally, as part of
2440 // the world - not good)
2441 void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
2442 {
2443         int i, j;
2444         q3mleaf_t *leaf;
2445         for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
2446         {
2447                 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2448                 {
2449                         c_leafs++;
2450                         for (i = 0;i < leaf->numleaffaces;i++)
2451                                 leaf->firstleafface[i]->markframe = markframe;
2452                 }
2453         }
2454 }
2455
2456 static int r_q3bsp_framecount = -1;
2457
2458 void R_Q3BSP_DrawSky(entity_render_t *ent)
2459 {
2460         int i;
2461         q3mface_t *face;
2462         vec3_t modelorg;
2463         model_t *model;
2464         qbyte *pvs;
2465         R_Mesh_Matrix(&ent->matrix);
2466         model = ent->model;
2467         if (r_drawcollisionbrushes.integer < 2)
2468         {
2469                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2470                 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2471                 {
2472                         if (r_q3bsp_framecount != r_framecount)
2473                         {
2474                                 r_q3bsp_framecount = r_framecount;
2475                                 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2476                                 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2477                         }
2478                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2479                                 if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2480                                         R_Q3BSP_DrawSkyFace(ent, face);
2481                 }
2482                 else
2483                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2484                                 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2485                                         R_Q3BSP_DrawSkyFace(ent, face);
2486         }
2487 }
2488
2489 void R_Q3BSP_Draw(entity_render_t *ent)
2490 {
2491         int i;
2492         q3mface_t *face;
2493         vec3_t modelorg;
2494         model_t *model;
2495         qbyte *pvs;
2496         R_Mesh_Matrix(&ent->matrix);
2497         model = ent->model;
2498         if (r_drawcollisionbrushes.integer < 2)
2499         {
2500                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2501                 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2502                 {
2503                         if (r_q3bsp_framecount != r_framecount)
2504                         {
2505                                 r_q3bsp_framecount = r_framecount;
2506                                 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2507                                 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2508                         }
2509                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2510                                 if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2511                                         R_Q3BSP_DrawFace(ent, face);
2512                 }
2513                 else
2514                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2515                                 R_Q3BSP_DrawFace(ent, face);
2516         }
2517         if (r_drawcollisionbrushes.integer >= 1)
2518         {
2519                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2520                 GL_DepthMask(false);
2521                 GL_DepthTest(true);
2522                 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2523                 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2524                         if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2525                                 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2526                 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2527                         if (face->num_collisiontriangles)
2528                                 R_Q3BSP_DrawCollisionFace(ent, face);
2529                 qglPolygonOffset(0, 0);
2530         }
2531 }
2532
2533 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2534 {
2535 #if 0
2536         int i;
2537         q3mface_t *face;
2538         vec3_t modelorg, lightmins, lightmaxs;
2539         model_t *model;
2540         float projectdistance;
2541         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2542         if (r_drawcollisionbrushes.integer < 2)
2543         {
2544                 model = ent->model;
2545                 R_Mesh_Matrix(&ent->matrix);
2546                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2547                 lightmins[0] = relativelightorigin[0] - lightradius;
2548                 lightmins[1] = relativelightorigin[1] - lightradius;
2549                 lightmins[2] = relativelightorigin[2] - lightradius;
2550                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2551                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2552                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2553                 //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2554                 //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2555                 //else
2556                         for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2557                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2558                                         R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
2559         }
2560 #else
2561         int j, t, leafnum, marksurfnum;
2562         const int *e;
2563         const qbyte *pvs;
2564         const float *v[3];
2565         q3mface_t *face;
2566         q3mleaf_t *leaf;
2567         vec3_t modelorg, lightmins, lightmaxs;
2568         model_t *model;
2569         float projectdistance;
2570         projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2571         if (r_drawcollisionbrushes.integer < 2)
2572         {
2573                 model = ent->model;
2574                 R_Mesh_Matrix(&ent->matrix);
2575                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2576                 lightmins[0] = relativelightorigin[0] - lightradius;
2577                 lightmins[1] = relativelightorigin[1] - lightradius;
2578                 lightmins[2] = relativelightorigin[2] - lightradius;
2579                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2580                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2581                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2582                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2583                 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2584                 {       
2585                         for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2586                         {
2587                                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2588                                 {
2589                                         for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2590                                         {
2591                                                 face = leaf->firstleafface[marksurfnum];
2592                                                 if (face->shadowmark != shadowmarkcount)
2593                                                 {
2594                                                         face->shadowmark = shadowmarkcount;
2595                                                         if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2596                                                         {
2597                                                                 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2598                                                                 {
2599                                                                         v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2600                                                                         v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2601                                                                         v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2602                                                                         if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2603                                                                                 shadowmarklist[numshadowmark++] = t;
2604                                                                 }
2605                                                         }
2606                                                 }
2607                                         }
2608                                 }
2609                         }
2610                 }
2611                 else
2612                 {
2613                         for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2614                         {
2615                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2616                                 {
2617                                         for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2618                                         {
2619                                                 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2620                                                 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2621                                                 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2622                                                 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2623                                                         shadowmarklist[numshadowmark++] = t;
2624                                         }
2625                                 }
2626                         }
2627                 }
2628                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
2629         }
2630 #endif
2631 }
2632
2633 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2634 {
2635         if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
2636                 return;
2637         R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
2638         R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
2639 }
2640
2641 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2642 {
2643         int leafnum, marksurfnum;
2644         const qbyte *pvs;
2645         q3mface_t *face;
2646         q3mleaf_t *leaf;
2647         vec3_t modelorg, lightmins, lightmaxs;
2648         model_t *model;
2649         //qbyte *pvs;
2650         //static int markframe = 0;
2651         if (r_drawcollisionbrushes.integer < 2)
2652         {
2653                 model = ent->model;
2654                 R_Mesh_Matrix(&ent->matrix);
2655                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2656                 lightmins[0] = relativelightorigin[0] - lightradius;
2657                 lightmins[1] = relativelightorigin[1] - lightradius;
2658                 lightmins[2] = relativelightorigin[2] - lightradius;
2659                 lightmaxs[0] = relativelightorigin[0] + lightradius;
2660                 lightmaxs[1] = relativelightorigin[1] + lightradius;
2661                 lightmaxs[2] = relativelightorigin[2] + lightradius;
2662
2663                 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2664                 {       
2665                         pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2666                         for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2667                         {
2668                                 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2669                                 {
2670                                         for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2671                                         {
2672                                                 face = leaf->firstleafface[marksurfnum];
2673                                                 if (face->shadowmark != shadowmarkcount)
2674                                                 {
2675                                                         face->shadowmark = shadowmarkcount;
2676                                                         if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2677                                                                 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2678                                                 }
2679                                         }
2680                                 }
2681                         }
2682                 }
2683                 else
2684                 {
2685                         for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2686                                 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2687                                         R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2688                 }
2689         }
2690 }
2691
2692 static void gl_surf_start(void)
2693 {
2694 }
2695
2696 static void gl_surf_shutdown(void)
2697 {
2698 }
2699
2700 static void gl_surf_newmap(void)
2701 {
2702 }
2703
2704 void GL_Surf_Init(void)
2705 {
2706         int i;
2707         dlightdivtable[0] = 4194304;
2708         for (i = 1;i < 32768;i++)
2709                 dlightdivtable[i] = 4194304 / (i << 7);
2710
2711         Cvar_RegisterVariable(&r_ambient);
2712         Cvar_RegisterVariable(&r_drawportals);
2713         Cvar_RegisterVariable(&r_testvis);
2714         Cvar_RegisterVariable(&r_floatbuildlightmap);
2715         Cvar_RegisterVariable(&r_detailtextures);
2716         Cvar_RegisterVariable(&r_surfaceworldnode);
2717         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2718         Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2719         Cvar_RegisterVariable(&gl_lightmaps);
2720
2721         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
2722 }
2723