+ }
+}
+
+void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ i = ((int)brush) / sizeof(colbrushf_t);
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_VertexPointer(brush->points->v);
+ R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+}
+
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ if (!face->num_triangles)
+ return;
+ c_faces++;
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglColorMask(1,1,1,1);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ float mul;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ mul = 2.0f;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+ mul *= r_shadow_realtime_world_lightmaps.value;
+ if (mul == 2 && gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
+ }
+ else if (mul == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
+ {
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ float mul;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ mul = 2.0f;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+ mul *= r_shadow_realtime_world_lightmaps.value;
+ if (mul == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
+ {
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+ const entity_render_t *ent = voident;
+ q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+ memset(&m, 0, sizeof(m));
+ if (ent->effects & EF_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ if (r_textureunits.integer >= 2)
+ {
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, ent->alpha);
+ }
+ else