]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added fogging info to rsurface state so model scaling applies to fog
[xonotic/darkplaces.git] / gl_rmain.c
index 6a0c378d4afb5a646955aa263796403e57c17166..096cc88ae0dcb00cddd3e4a86a7173e2a9dc5d93 100644 (file)
@@ -2241,7 +2241,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
        }
-       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
+       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
        if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
        {
                if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
@@ -3420,7 +3420,7 @@ static void R_View_UpdateEntityVisible (void)
                        ent = r_refdef.scene.entities[i];
                        if (!(ent->flags & renderimask))
                        if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
-                       if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
+                       if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
                if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
@@ -3428,7 +3428,7 @@ static void R_View_UpdateEntityVisible (void)
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
                                ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
+                               if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
                                {
                                        if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
@@ -5031,6 +5031,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
 
        // set up global fogging in worldspace (RSurf_FogVertex depends on this)
        VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+       rsurface.fograngerecip = r_refdef.fograngerecip;
 
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
@@ -5167,12 +5168,13 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
 
        // set up global fogging in worldspace (RSurf_FogVertex depends on this)
        VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+       rsurface.fograngerecip = r_refdef.fograngerecip;
 
        // this is only called once per entity so numsurfaces is always 1, and
        // surfacelist is always {0}, so this code does not handle batches
        R_Mesh_Matrix(&ent->matrix);
 
-       if (ent->flags & EF_ADDITIVE)
+       if (rsurface.ent_flags & RENDER_ADDITIVE)
        {
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
@@ -5226,10 +5228,10 @@ void R_DrawNoModel(entity_render_t *ent)
 {
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
-       //else
-       //      R_DrawNoModelCallback(ent, 0);
+       if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+       else
+               R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
 
 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
@@ -5272,6 +5274,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
 
        // set up global fogging in worldspace (RSurf_FogVertex depends on this)
        VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+       rsurface.fograngerecip = r_refdef.fograngerecip;
 
        if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
                fog = RSurf_FogVertex(origin);
@@ -5567,7 +5570,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
-               int s = ent->skinnum;
+               int s = rsurface.ent_skinnum;
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
                if (model->skinscenes)
@@ -5583,7 +5586,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                {
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
-                       if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
+                       if (rsurface.frameblend[0].subframe != 0 && t->anim_total[1])
                                t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
                        else
                                t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
@@ -5592,8 +5595,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        }
 
        // update currentskinframe to be a qw skin or animation frame
-       if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
+       if (rsurface.ent_qwskin >= 0)
        {
+               i = rsurface.ent_qwskin;
                if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
                {
                        r_qwskincache_size = cl.maxclients;
@@ -5605,40 +5609,38 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
                t->currentskinframe = r_qwskincache[i].skinframe;
                if (t->currentskinframe == NULL)
-                       t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
+                       t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
        }
        else if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
+               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
+               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
 
        t->currentmaterialflags = t->basematerialflags;
-       t->currentalpha = ent->alpha;
+       t->currentalpha = rsurface.ent_color[3];
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
                t->currentalpha *= t->r_water_wateralpha;
        if(!r_waterstate.enabled || r_refdef.view.isoverlay)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
-       if (!(ent->flags & RENDER_LIGHT))
+       if (!(rsurface.ent_flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        else if (rsurface.modeltexcoordlightmap2f == NULL)
        {
                // pick a model lighting mode
-               if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+               if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
                        t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
                else
                        t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
        }
-       if (ent->effects & EF_ADDITIVE)
+       if (rsurface.ent_flags & RENDER_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-       if (ent->effects & EF_DOUBLESIDED)
+       if (rsurface.ent_flags & RENDER_DOUBLESIDED)
                t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
-       if (ent->effects & EF_NODEPTHTEST)
-               t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
-       if (ent->flags & RENDER_VIEWMODEL)
+       if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (t->backgroundnumskinframes)
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
@@ -5667,7 +5669,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
                R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
 
-       t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_black;
        t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
@@ -5708,7 +5710,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
        }
 
-       Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+       Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
        VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
        if (t->currentmaterialflags & MATERIALFLAG_WALL)
@@ -5743,23 +5745,23 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                {
                        // fullbright is not affected by r_refdef.lightmapintensity
                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
-                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
                }
                else
                {
                        vec3_t ambientcolor;
                        float colorscale;
                        // set the color tint used for lights affecting this surface
-                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
+                       VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
                        colorscale = 2;
                        // q3bsp has no lightmap updates, so the lightstylevalue that
                        // would normally be baked into the lightmap must be
                        // applied to the color
                        // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
-                       if (ent->model->type == mod_brushq3)
+                       if (model->type == mod_brushq3)
                                colorscale *= r_refdef.scene.rtlightstylevalue[0];
                        colorscale *= r_refdef.lightmapintensity;
                        VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
@@ -5767,18 +5769,18 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        // basic lit geometry
                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
                        // add pants/shirt if needed
-                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
-                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
                        // now add ambient passes if needed
                        if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
                        {
                                R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
-                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
                        }
                }
                if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
@@ -5833,12 +5835,21 @@ void RSurf_ActiveWorldEntity(void)
        //if (rsurface.entity == r_refdef.scene.worldentity)
        //      return;
        rsurface.entity = r_refdef.scene.worldentity;
+       rsurface.ent_skinnum = 0;
+       rsurface.ent_qwskin = -1;
+       rsurface.ent_shadertime = 0;
+       Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
+       rsurface.ent_flags = r_refdef.scene.worldentity->flags;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
+       rsurface.matrixscale = 1;
+       rsurface.inversematrixscale = 1;
        R_Mesh_Matrix(&identitymatrix);
        VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+       rsurface.fograngerecip = r_refdef.fograngerecip;
+       rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
        VectorSet(rsurface.modellight_ambient, 0, 0, 0);
        VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
@@ -5900,18 +5911,22 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
        //      return;
        rsurface.entity = (entity_render_t *)ent;
+       rsurface.ent_skinnum = ent->skinnum;
+       rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
+       rsurface.ent_shadertime = ent->shadertime;
+       Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
+       rsurface.ent_flags = ent->flags;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
+       rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
+       rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
        R_Mesh_Matrix(&rsurface.matrix);
        Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
-       rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
-       rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
-       rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
-       rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
-       rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
-       rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
+       rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
+       rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
+       VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
        VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
@@ -6016,11 +6031,19 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
+float RSurf_FogPoint(const float *v)
+{
+       float len = VectorDistance(r_refdef.view.origin, v);
+       unsigned int fogmasktableindex;
+       fogmasktableindex = (unsigned int)(len * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
+
 float RSurf_FogVertex(const float *v)
 {
        float len = VectorDistance(rsurface.localvieworigin, v);
        unsigned int fogmasktableindex;
-       fogmasktableindex = (unsigned int)(len * r_refdef.fogmasktabledistmultiplier);
+       fogmasktableindex = (unsigned int)(len * rsurface.fogmasktabledistmultiplier);
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }