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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_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
34 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
35 cvar_t r_drawportals = {0, "r_drawportals", "0"};
36 cvar_t r_testvis = {0, "r_testvis", "0"};
37 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
38 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
39 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
40
41 static int dlightdivtable[32768];
42
43 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
44 {
45         int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
46         unsigned int *bl;
47         float dist, impact[3], local[3];
48
49         lit = false;
50
51         smax = (surf->extents[0] >> 4) + 1;
52         tmax = (surf->extents[1] >> 4) + 1;
53         smax3 = smax * 3;
54
55         for (lnum = 0; lnum < r_numdlights; lnum++)
56         {
57                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
58                         continue;                                       // not lit by this light
59
60                 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
61                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
62
63                 // for comparisons to minimum acceptable light
64                 // compensate for LIGHTOFFSET
65                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
66
67                 dist2 = dist * dist;
68                 dist2 += LIGHTOFFSET;
69                 if (dist2 >= maxdist)
70                         continue;
71
72                 if (surf->plane->type < 3)
73                 {
74                         VectorCopy(local, impact);
75                         impact[surf->plane->type] -= dist;
76                 }
77                 else
78                 {
79                         impact[0] = local[0] - surf->plane->normal[0] * dist;
80                         impact[1] = local[1] - surf->plane->normal[1] * dist;
81                         impact[2] = local[2] - surf->plane->normal[2] * dist;
82                 }
83
84                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
85                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
86
87                 s = bound(0, impacts, smax * 16) - impacts;
88                 t = bound(0, impactt, tmax * 16) - impactt;
89                 i = s * s + t * t + dist2;
90                 if (i > maxdist)
91                         continue;
92
93                 // reduce calculations
94                 for (s = 0, i = impacts; s < smax; s++, i -= 16)
95                         sdtable[s] = i * i + dist2;
96
97                 maxdist3 = maxdist - dist2;
98
99                 // convert to 8.8 blocklights format
100                 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
101                 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
102                 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
103                 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
104                 bl = intblocklights;
105
106                 i = impactt;
107                 for (t = 0;t < tmax;t++, i -= 16)
108                 {
109                         td = i * i;
110                         // make sure some part of it is visible on this line
111                         if (td < maxdist3)
112                         {
113                                 maxdist2 = maxdist - td;
114                                 for (s = 0;s < smax;s++)
115                                 {
116                                         if (sdtable[s] < maxdist2)
117                                         {
118                                                 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
119                                                 if (k > 0)
120                                                 {
121                                                         bl[0] += (red   * k);
122                                                         bl[1] += (green * k);
123                                                         bl[2] += (blue  * k);
124                                                         lit = true;
125                                                 }
126                                         }
127                                         bl += 3;
128                                 }
129                         }
130                         else // skip line
131                                 bl += smax3;
132                 }
133         }
134         return lit;
135 }
136
137 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
138 {
139         int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
140         float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
141
142         lit = false;
143
144         smax = (surf->extents[0] >> 4) + 1;
145         tmax = (surf->extents[1] >> 4) + 1;
146         smax3 = smax * 3;
147
148         for (lnum = 0; lnum < r_numdlights; lnum++)
149         {
150                 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
151                         continue;                                       // not lit by this light
152
153                 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
154                 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
155
156                 // for comparisons to minimum acceptable light
157                 // compensate for LIGHTOFFSET
158                 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
159
160                 dist2 = dist * dist;
161                 dist2 += LIGHTOFFSET;
162                 if (dist2 >= maxdist)
163                         continue;
164
165                 if (surf->plane->type < 3)
166                 {
167                         VectorCopy(local, impact);
168                         impact[surf->plane->type] -= dist;
169                 }
170                 else
171                 {
172                         impact[0] = local[0] - surf->plane->normal[0] * dist;
173                         impact[1] = local[1] - surf->plane->normal[1] * dist;
174                         impact[2] = local[2] - surf->plane->normal[2] * dist;
175                 }
176
177                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
178                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
179
180                 td = bound(0, impacts, smax * 16) - impacts;
181                 td1 = bound(0, impactt, tmax * 16) - impactt;
182                 td = td * td + td1 * td1 + dist2;
183                 if (td > maxdist)
184                         continue;
185
186                 // reduce calculations
187                 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
188                         sdtable[s] = td1 * td1 + dist2;
189
190                 maxdist3 = maxdist - dist2;
191
192                 // convert to 8.8 blocklights format
193                 red = r_dlight[lnum].light[0];
194                 green = r_dlight[lnum].light[1];
195                 blue = r_dlight[lnum].light[2];
196                 subtract = r_dlight[lnum].subtract * 32768.0f;
197                 bl = floatblocklights;
198
199                 td1 = impactt;
200                 for (t = 0;t < tmax;t++, td1 -= 16.0f)
201                 {
202                         td = td1 * td1;
203                         // make sure some part of it is visible on this line
204                         if (td < maxdist3)
205                         {
206                                 maxdist2 = maxdist - td;
207                                 for (s = 0;s < smax;s++)
208                                 {
209                                         if (sdtable[s] < maxdist2)
210                                         {
211                                                 k = (32768.0f / (sdtable[s] + td)) - subtract;
212                                                 bl[0] += red   * k;
213                                                 bl[1] += green * k;
214                                                 bl[2] += blue  * k;
215                                                 lit = true;
216                                         }
217                                         bl += 3;
218                                 }
219                         }
220                         else // skip line
221                                 bl += smax3;
222                 }
223         }
224         return lit;
225 }
226
227 /*
228 ===============
229 R_BuildLightMap
230
231 Combine and scale multiple lightmaps into the 8.8 format in blocklights
232 ===============
233 */
234 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
235 {
236         if (!r_floatbuildlightmap.integer)
237         {
238                 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
239                 unsigned int *bl, scale;
240                 qbyte *lightmap, *out, *stain;
241
242                 // update cached lighting info
243                 surf->cached_dlight = 0;
244
245                 smax = (surf->extents[0]>>4)+1;
246                 tmax = (surf->extents[1]>>4)+1;
247                 size = smax*tmax;
248                 size3 = size*3;
249                 lightmap = surf->samples;
250
251         // set to full bright if no light data
252                 bl = intblocklights;
253                 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
254                 {
255                         for (i = 0;i < size3;i++)
256                                 bl[i] = 255*256;
257                 }
258                 else
259                 {
260         // clear to no light
261                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
262                         if (j)
263                         {
264                                 for (i = 0;i < size3;i++)
265                                         *bl++ = j;
266                         }
267                         else
268                                 memset(bl, 0, size*3*sizeof(unsigned int));
269
270                         if (surf->dlightframe == r_framecount && r_dlightmap.integer)
271                         {
272                                 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
273                                 if (surf->cached_dlight)
274                                         c_light_polys++;
275                         }
276
277         // add all the lightmaps
278                         if (lightmap)
279                         {
280                                 bl = intblocklights;
281                                 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
282                                         for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
283                                                 bl[i] += lightmap[i] * scale;
284                         }
285                 }
286
287                 stain = surf->stainsamples;
288                 bl = intblocklights;
289                 out = templight;
290                 // deal with lightmap brightness scale
291                 shift = 7 + r_lightmapscalebit + 8;
292                 if (ent->model->lightmaprgba)
293                 {
294                         stride = (surf->lightmaptexturestride - smax) * 4;
295                         for (i = 0;i < tmax;i++, out += stride)
296                         {
297                                 for (j = 0;j < smax;j++)
298                                 {
299                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
300                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
301                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
302                                         *out++ = 255;
303                                 }
304                         }
305                 }
306                 else
307                 {
308                         stride = (surf->lightmaptexturestride - smax) * 3;
309                         for (i = 0;i < tmax;i++, out += stride)
310                         {
311                                 for (j = 0;j < smax;j++)
312                                 {
313                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
314                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
315                                         l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
316                                 }
317                         }
318                 }
319
320                 R_UpdateTexture(surf->lightmaptexture, templight);
321         }
322         else
323         {
324                 int smax, tmax, i, j, size, size3, maps, stride, l;
325                 float *bl, scale;
326                 qbyte *lightmap, *out, *stain;
327
328                 // update cached lighting info
329                 surf->cached_dlight = 0;
330
331                 smax = (surf->extents[0]>>4)+1;
332                 tmax = (surf->extents[1]>>4)+1;
333                 size = smax*tmax;
334                 size3 = size*3;
335                 lightmap = surf->samples;
336
337         // set to full bright if no light data
338                 bl = floatblocklights;
339                 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
340                         j = 255*256;
341                 else
342                         j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
343
344                 // clear to no light
345                 if (j)
346                 {
347                         for (i = 0;i < size3;i++)
348                                 *bl++ = j;
349                 }
350                 else
351                         memset(bl, 0, size*3*sizeof(float));
352
353                 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
354                 {
355                         surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
356                         if (surf->cached_dlight)
357                                 c_light_polys++;
358                 }
359
360                 // add all the lightmaps
361                 if (lightmap)
362                 {
363                         bl = floatblocklights;
364                         for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
365                                 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
366                                         bl[i] += lightmap[i] * scale;
367                 }
368
369                 stain = surf->stainsamples;
370                 bl = floatblocklights;
371                 out = templight;
372                 // deal with lightmap brightness scale
373                 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
374                 if (ent->model->lightmaprgba)
375                 {
376                         stride = (surf->lightmaptexturestride - smax) * 4;
377                         for (i = 0;i < tmax;i++, out += stride)
378                         {
379                                 for (j = 0;j < smax;j++)
380                                 {
381                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
382                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
383                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
384                                         *out++ = 255;
385                                 }
386                         }
387                 }
388                 else
389                 {
390                         stride = (surf->lightmaptexturestride - smax) * 3;
391                         for (i = 0;i < tmax;i++, out += stride)
392                         {
393                                 for (j = 0;j < smax;j++)
394                                 {
395                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
396                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
397                                         l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398                                 }
399                         }
400                 }
401
402                 R_UpdateTexture(surf->lightmaptexture, templight);
403         }
404 }
405
406 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
407 {
408         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
409         msurface_t *surf, *endsurf;
410         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
411         qbyte *bl;
412         vec3_t impact;
413
414         maxdist = radius * radius;
415         invradius = 1.0f / radius;
416
417 loc0:
418         if (node->contents < 0)
419                 return;
420         ndist = PlaneDiff(origin, node->plane);
421         if (ndist > radius)
422         {
423                 node = node->children[0];
424                 goto loc0;
425         }
426         if (ndist < -radius)
427         {
428                 node = node->children[1];
429                 goto loc0;
430         }
431
432         dist2 = ndist * ndist;
433         maxdist3 = maxdist - dist2;
434
435         if (node->plane->type < 3)
436         {
437                 VectorCopy(origin, impact);
438                 impact[node->plane->type] -= ndist;
439         }
440         else
441         {
442                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
443                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
444                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
445         }
446
447         for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
448         {
449                 if (surf->stainsamples)
450                 {
451                         smax = (surf->extents[0] >> 4) + 1;
452                         tmax = (surf->extents[1] >> 4) + 1;
453
454                         impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
455                         impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
456
457                         s = bound(0, impacts, smax * 16) - impacts;
458                         t = bound(0, impactt, tmax * 16) - impactt;
459                         i = s * s + t * t + dist2;
460                         if (i > maxdist)
461                                 continue;
462
463                         // reduce calculations
464                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
465                                 sdtable[s] = i * i + dist2;
466
467                         bl = surf->stainsamples;
468                         smax3 = smax * 3;
469                         stained = false;
470
471                         i = impactt;
472                         for (t = 0;t < tmax;t++, i -= 16)
473                         {
474                                 td = i * i;
475                                 // make sure some part of it is visible on this line
476                                 if (td < maxdist3)
477                                 {
478                                         maxdist2 = maxdist - td;
479                                         for (s = 0;s < smax;s++)
480                                         {
481                                                 if (sdtable[s] < maxdist2)
482                                                 {
483                                                         ratio = lhrandom(0.0f, 1.0f);
484                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
485                                                         if (a >= (1.0f / 64.0f))
486                                                         {
487                                                                 if (a > 1)
488                                                                         a = 1;
489                                                                 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
490                                                                 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
491                                                                 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
492                                                                 stained = true;
493                                                         }
494                                                 }
495                                                 bl += 3;
496                                         }
497                                 }
498                                 else // skip line
499                                         bl += smax3;
500                         }
501                         // force lightmap upload
502                         if (stained)
503                                 surf->cached_dlight = true;
504                 }
505         }
506
507         if (node->children[0]->contents >= 0)
508         {
509                 if (node->children[1]->contents >= 0)
510                 {
511                         R_StainNode(node->children[0], model, origin, radius, fcolor);
512                         node = node->children[1];
513                         goto loc0;
514                 }
515                 else
516                 {
517                         node = node->children[0];
518                         goto loc0;
519                 }
520         }
521         else if (node->children[1]->contents >= 0)
522         {
523                 node = node->children[1];
524                 goto loc0;
525         }
526 }
527
528 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)
529 {
530         int n;
531         float fcolor[8];
532         entity_render_t *ent;
533         model_t *model;
534         vec3_t org;
535         if (cl.worldmodel == NULL)
536                 return;
537         fcolor[0] = cr1;
538         fcolor[1] = cg1;
539         fcolor[2] = cb1;
540         fcolor[3] = ca1 * (1.0f / 64.0f);
541         fcolor[4] = cr2 - cr1;
542         fcolor[5] = cg2 - cg1;
543         fcolor[6] = cb2 - cb1;
544         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
545
546         R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
547
548         // look for embedded bmodels
549         for (n = 0;n < cl_num_brushmodel_entities;n++)
550         {
551                 ent = cl_brushmodel_entities[n];
552                 model = ent->model;
553                 if (model && model->name[0] == '*')
554                 {
555                         Mod_CheckLoaded(model);
556                         if (model->type == mod_brush)
557                         {
558                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
559                                 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
560                         }
561                 }
562         }
563 }
564
565
566 /*
567 =============================================================
568
569         BRUSH MODELS
570
571 =============================================================
572 */
573
574 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
575 {
576         int i;
577         float scale;
578         const qbyte *lm;
579         if (styles[0] != 255)
580         {
581                 for (i = 0;i < numverts;i++, c += 4)
582                 {
583                         lm = samples + lightmapoffsets[i];
584                         scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
585                         VectorMA(c, scale, lm, c);
586                         if (styles[1] != 255)
587                         {
588                                 lm += size3;
589                                 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
590                                 VectorMA(c, scale, lm, c);
591                                 if (styles[2] != 255)
592                                 {
593                                         lm += size3;
594                                         scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
595                                         VectorMA(c, scale, lm, c);
596                                         if (styles[3] != 255)
597                                         {
598                                                 lm += size3;
599                                                 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
600                                                 VectorMA(c, scale, lm, c);
601                                         }
602                                 }
603                         }
604                 }
605         }
606 }
607
608 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
609 {
610         int i;
611         float diff[3], f;
612         if (fogenabled)
613         {
614                 for (i = 0;i < numverts;i++, v += 3, c += 4)
615                 {
616                         VectorSubtract(v, modelorg, diff);
617                         f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
618                         VectorScale(c, f, c);
619                 }
620         }
621         else if (colorscale != 1)
622                 for (i = 0;i < numverts;i++, c += 4)
623                         VectorScale(c, colorscale, c);
624 }
625
626 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)
627 {
628         int i;
629         float diff[3], f;
630         r *= colorscale;
631         g *= colorscale;
632         b *= colorscale;
633         if (fogenabled)
634         {
635                 for (i = 0;i < numverts;i++, v += 3, c += 4)
636                 {
637                         VectorSubtract(v, modelorg, diff);
638                         f = 1 - exp(fogdensity/DotProduct(diff, diff));
639                         c[0] = r * f;
640                         c[1] = g * f;
641                         c[2] = b * f;
642                         c[3] = a;
643                 }
644         }
645         else
646         {
647                 for (i = 0;i < numverts;i++, c += 4)
648                 {
649                         c[0] = r;
650                         c[1] = g;
651                         c[2] = b;
652                         c[3] = a;
653                 }
654         }
655 }
656
657 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)
658 {
659         int i;
660         float diff[3], f;
661         r *= colorscale;
662         g *= colorscale;
663         b *= colorscale;
664         for (i = 0;i < numverts;i++, v += 3, c += 4)
665         {
666                 VectorSubtract(v, modelorg, diff);
667                 f = exp(fogdensity/DotProduct(diff, diff));
668                 c[0] = r;
669                 c[1] = g;
670                 c[2] = b;
671                 c[3] = a * f;
672         }
673 }
674
675 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
676 {
677         float f;
678         const float *v;
679         float *c;
680         int i, l, lit = false;
681         const rdlight_t *rd;
682         vec3_t lightorigin;
683         for (l = 0;l < r_numdlights;l++)
684         {
685                 if (dlightbits[l >> 5] & (1 << (l & 31)))
686                 {
687                         rd = &r_dlight[l];
688                         Matrix4x4_Transform(matrix, rd->origin, lightorigin);
689                         for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
690                         {
691                                 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
692                                 if (f < rd->cullradius2)
693                                 {
694                                         f = ((1.0f / f) - rd->subtract) * scale;
695                                         VectorMA(c, f, rd->light, c);
696                                         lit = true;
697                                 }
698                         }
699                 }
700         }
701         return lit;
702 }
703
704 // note: this untransforms lights to do the checking
705 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
706 {
707         int i, l;
708         const rdlight_t *rd;
709         vec3_t lightorigin;
710         const float *v;
711         for (l = 0;l < r_numdlights;l++)
712         {
713                 if (dlightbits[l >> 5] & (1 << (l & 31)))
714                 {
715                         rd = &r_dlight[l];
716                         Matrix4x4_Transform(matrix, rd->origin, lightorigin);
717                         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
718                                 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
719                                         return true;
720                 }
721         }
722         return false;
723 }
724
725 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
726 {
727         const msurface_t *surf;
728         const surfmesh_t *mesh;
729         rmeshstate_t m;
730
731         // LordHavoc: HalfLife maps have freaky skypolys...
732         if (ent->model->ishlbsp)
733                 return;
734
735         if (skyrendernow)
736         {
737                 skyrendernow = false;
738                 if (skyrendermasked)
739                         R_Sky();
740         }
741
742         R_Mesh_Matrix(&ent->matrix);
743
744         GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
745         if (skyrendermasked)
746         {
747                 // depth-only (masking)
748                 qglColorMask(0,0,0,0);
749                 // just to make sure that braindead drivers don't draw anything
750                 // despite that colormask...
751                 GL_BlendFunc(GL_ZERO, GL_ONE);
752         }
753         else
754         {
755                 // fog sky
756                 GL_BlendFunc(GL_ONE, GL_ZERO);
757         }
758         GL_DepthMask(true);
759         GL_DepthTest(true);
760
761         memset(&m, 0, sizeof(m));
762         R_Mesh_State_Texture(&m);
763
764         while((surf = *surfchain++) != NULL)
765         {
766                 if (surf->visframe == r_framecount)
767                 {
768                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
769                         {
770                                 GL_VertexPointer(mesh->vertex3f);
771                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
772                         }
773                 }
774         }
775         qglColorMask(1,1,1,1);
776 }
777
778 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
779 {
780         const entity_render_t *ent = calldata1;
781         const msurface_t *surf = ent->model->surfaces + calldata2;
782         float f, colorscale;
783         const surfmesh_t *mesh;
784         rmeshstate_t m;
785         float alpha;
786         float modelorg[3];
787         texture_t *texture;
788         matrix4x4_t tempmatrix;
789
790         // scrolling in texture matrix
791         Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.125, sin(cl.time * 0.8f) * 0.125, 0);
792         R_Mesh_TextureMatrix(0, &tempmatrix);
793
794         R_Mesh_Matrix(&ent->matrix);
795         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
796
797         memset(&m, 0, sizeof(m));
798         texture = surf->texinfo->texture->currentframe;
799         alpha = texture->currentalpha;
800         if (texture->rendertype == SURFRENDER_ADD)
801         {
802                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
803                 GL_DepthMask(false);
804         }
805         else if (texture->rendertype == SURFRENDER_ALPHA)
806         {
807                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
808                 GL_DepthMask(false);
809         }
810         else
811         {
812                 GL_BlendFunc(GL_ONE, GL_ZERO);
813                 GL_DepthMask(true);
814         }
815         m.tex[0] = R_GetTexture(texture->skin.base);
816         colorscale = r_colorscale;
817         if (gl_combine.integer)
818         {
819                 m.texrgbscale[0] = 4;
820                 colorscale *= 0.25f;
821         }
822         GL_DepthTest(true);
823         GL_ColorPointer(varray_color4f);
824         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
825         {
826                 GL_VertexPointer(mesh->vertex3f);
827                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
828                 R_Mesh_State_Texture(&m);
829                 f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
830                 R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
831                 if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
832                 {
833                         if (surf->dlightframe == r_framecount)
834                                 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
835                         if (surf->flags & SURF_LIGHTMAP)
836                                 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
837                 }
838                 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
839                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
840         }
841
842         if (fogenabled)
843         {
844                 memset(&m, 0, sizeof(m));
845                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
846                 GL_DepthMask(false);
847                 GL_DepthTest(true);
848                 m.tex[0] = R_GetTexture(texture->skin.fog);
849                 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
850                 {
851                         GL_VertexPointer(mesh->vertex3f);
852                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
853                         GL_ColorPointer(varray_color4f);
854                         R_Mesh_State_Texture(&m);
855                         RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
856                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
857                 }
858         }
859
860         Matrix4x4_CreateIdentity(&tempmatrix);
861         R_Mesh_TextureMatrix(0, &tempmatrix);
862 }
863
864 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
865 {
866         const msurface_t *surf;
867         msurface_t **chain;
868         vec3_t center;
869         if (texture->rendertype != SURFRENDER_OPAQUE)
870         {
871                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
872                 {
873                         if (surf->visframe == r_framecount)
874                         {
875                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
876                                 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
877                         }
878                 }
879         }
880         else
881                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
882                         if (surf->visframe == r_framecount)
883                                 RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
884 }
885
886 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
887 {
888         float base, colorscale;
889         const surfmesh_t *mesh;
890         rmeshstate_t m;
891         float modelorg[3];
892         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
893         memset(&m, 0, sizeof(m));
894         if (rendertype == SURFRENDER_ADD)
895         {
896                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
897                 GL_DepthMask(false);
898         }
899         else if (rendertype == SURFRENDER_ALPHA)
900         {
901                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
902                 GL_DepthMask(false);
903         }
904         else
905         {
906                 GL_BlendFunc(GL_ONE, GL_ZERO);
907                 GL_DepthMask(true);
908         }
909         m.tex[0] = R_GetTexture(texture->skin.base);
910         colorscale = r_colorscale;
911         if (gl_combine.integer)
912         {
913                 m.texrgbscale[0] = 4;
914                 colorscale *= 0.25f;
915         }
916         base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
917         GL_DepthTest(true);
918         GL_ColorPointer(varray_color4f);
919         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
920         {
921                 GL_VertexPointer(mesh->vertex3f);
922                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
923                 R_Mesh_State_Texture(&m);
924                 R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
925                 if (!(ent->effects & EF_FULLBRIGHT))
926                 {
927                         if (surf->dlightframe == r_framecount)
928                                 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
929                         if (surf->flags & SURF_LIGHTMAP)
930                                 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
931                 }
932                 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
933                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
934         }
935 }
936
937 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
938 {
939         const surfmesh_t *mesh;
940         rmeshstate_t m;
941         float modelorg[3];
942         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
943         memset(&m, 0, sizeof(m));
944         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
945         GL_DepthMask(false);
946         GL_DepthTest(true);
947         m.tex[0] = R_GetTexture(texture->skin.glow);
948         GL_ColorPointer(varray_color4f);
949         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
950         {
951                 GL_VertexPointer(mesh->vertex3f);
952                 if (m.tex[0])
953                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
954                 R_Mesh_State_Texture(&m);
955                 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
956                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
957         }
958 }
959
960 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
961 {
962         const surfmesh_t *mesh;
963         rmeshstate_t m;
964         float modelorg[3];
965         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
966         memset(&m, 0, sizeof(m));
967         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
968         GL_DepthMask(false);
969         GL_DepthTest(true);
970         m.tex[0] = R_GetTexture(texture->skin.fog);
971         GL_ColorPointer(varray_color4f);
972         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
973         {
974                 GL_VertexPointer(mesh->vertex3f);
975                 if (m.tex[0])
976                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
977                 R_Mesh_State_Texture(&m);
978                 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
979                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
980         }
981 }
982
983 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
984 {
985         const msurface_t *surf;
986         const surfmesh_t *mesh;
987         rmeshstate_t m;
988         int lightmaptexturenum;
989         float cl;
990         memset(&m, 0, sizeof(m));
991         GL_BlendFunc(GL_ONE, GL_ZERO);
992         GL_DepthMask(true);
993         GL_DepthTest(true);
994         m.tex[0] = R_GetTexture(texture->skin.base);
995         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
996         m.tex[2] = R_GetTexture(texture->skin.detail);
997         m.texrgbscale[0] = 1;
998         m.texrgbscale[1] = 4;
999         m.texrgbscale[2] = 2;
1000         cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
1001         GL_Color(cl, cl, cl, 1);
1002
1003         while((surf = *surfchain++) != NULL)
1004         {
1005                 if (surf->visframe == r_framecount)
1006                 {
1007                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1008                         //if (m.tex[1] != lightmaptexturenum)
1009                         //{
1010                                 m.tex[1] = lightmaptexturenum;
1011                         //      R_Mesh_State_Texture(&m);
1012                         //}
1013                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1014                         {
1015                                 GL_VertexPointer(mesh->vertex3f);
1016                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1017                                 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1018                                 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1019                                 R_Mesh_State_Texture(&m);
1020                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1021                         }
1022                 }
1023         }
1024 }
1025
1026 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1027 {
1028         const msurface_t *surf;
1029         const surfmesh_t *mesh;
1030         rmeshstate_t m;
1031         int lightmaptexturenum;
1032         memset(&m, 0, sizeof(m));
1033         GL_BlendFunc(GL_ONE, GL_ZERO);
1034         GL_DepthMask(true);
1035         GL_DepthTest(true);
1036         m.tex[0] = R_GetTexture(texture->skin.base);
1037         m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1038         if (gl_combine.integer)
1039                 m.texrgbscale[1] = 4;
1040         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1041         while((surf = *surfchain++) != NULL)
1042         {
1043                 if (surf->visframe == r_framecount)
1044                 {
1045                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1046                         //if (m.tex[1] != lightmaptexturenum)
1047                         //{
1048                                 m.tex[1] = lightmaptexturenum;
1049                         //      R_Mesh_State_Texture(&m);
1050                         //}
1051                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1052                         {
1053                                 GL_VertexPointer(mesh->vertex3f);
1054                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1055                                 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1056                                 R_Mesh_State_Texture(&m);
1057                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1058                         }
1059                 }
1060         }
1061 }
1062
1063 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1064 {
1065         const msurface_t *surf;
1066         const surfmesh_t *mesh;
1067         rmeshstate_t m;
1068         memset(&m, 0, sizeof(m));
1069         GL_DepthMask(true);
1070         GL_DepthTest(true);
1071         GL_BlendFunc(GL_ONE, GL_ZERO);
1072         m.tex[0] = R_GetTexture(texture->skin.base);
1073         GL_Color(1, 1, 1, 1);
1074         while((surf = *surfchain++) != NULL)
1075         {
1076                 if (surf->visframe == r_framecount)
1077                 {
1078                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1079                         {
1080                                 GL_VertexPointer(mesh->vertex3f);
1081                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1082                                 R_Mesh_State_Texture(&m);
1083                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1084                         }
1085                 }
1086         }
1087 }
1088
1089 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1090 {
1091         const msurface_t *surf;
1092         const surfmesh_t *mesh;
1093         rmeshstate_t m;
1094         int lightmaptexturenum;
1095         memset(&m, 0, sizeof(m));
1096         GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1097         GL_DepthMask(false);
1098         GL_DepthTest(true);
1099         m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1100         if (gl_combine.integer)
1101                 m.texrgbscale[0] = 4;
1102         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1103         while((surf = *surfchain++) != NULL)
1104         {
1105                 if (surf->visframe == r_framecount)
1106                 {
1107                         lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1108                         //if (m.tex[0] != lightmaptexturenum)
1109                         //{
1110                                 m.tex[0] = lightmaptexturenum;
1111                         //      R_Mesh_State_Texture(&m);
1112                         //}
1113                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1114                         {
1115                                 GL_VertexPointer(mesh->vertex3f);
1116                                 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1117                                 R_Mesh_State_Texture(&m);
1118                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1119                         }
1120                 }
1121         }
1122 }
1123
1124 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1125 {
1126         const msurface_t *surf;
1127         const surfmesh_t *mesh;
1128         float colorscale;
1129         rmeshstate_t m;
1130
1131         memset(&m, 0, sizeof(m));
1132         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1133         GL_DepthMask(false);
1134         GL_DepthTest(true);
1135         m.tex[0] = R_GetTexture(texture->skin.base);
1136         colorscale = r_colorscale;
1137         if (gl_combine.integer)
1138         {
1139                 m.texrgbscale[0] = 4;
1140                 colorscale *= 0.25f;
1141         }
1142         GL_ColorPointer(varray_color4f);
1143         while((surf = *surfchain++) != NULL)
1144         {
1145                 if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
1146                 {
1147                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1148                         {
1149                                 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1150                                 {
1151                                         GL_VertexPointer(mesh->vertex3f);
1152                                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1153                                         R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
1154                                         R_Mesh_State_Texture(&m);
1155                                         RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
1156                                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1157                                 }
1158                         }
1159                 }
1160         }
1161 }
1162
1163 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1164 {
1165         const msurface_t *surf;
1166         const surfmesh_t *mesh;
1167         rmeshstate_t m;
1168         float modelorg[3];
1169         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1170         memset(&m, 0, sizeof(m));
1171         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1172         GL_DepthMask(false);
1173         GL_DepthTest(true);
1174         GL_ColorPointer(varray_color4f);
1175         while((surf = *surfchain++) != NULL)
1176         {
1177                 if (surf->visframe == r_framecount)
1178                 {
1179                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1180                         {
1181                                 GL_VertexPointer(mesh->vertex3f);
1182                                 if (m.tex[0])
1183                                         m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1184                                 R_Mesh_State_Texture(&m);
1185                                 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
1186                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1187                         }
1188                 }
1189         }
1190 }
1191
1192 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1193 {
1194         const msurface_t *surf;
1195         const surfmesh_t *mesh;
1196         rmeshstate_t m;
1197         memset(&m, 0, sizeof(m));
1198         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1199         GL_DepthMask(false);
1200         GL_DepthTest(true);
1201         m.tex[0] = R_GetTexture(texture->skin.detail);
1202         GL_Color(1, 1, 1, 1);
1203         while((surf = *surfchain++) != NULL)
1204         {
1205                 if (surf->visframe == r_framecount)
1206                 {
1207                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1208                         {
1209                                 GL_VertexPointer(mesh->vertex3f);
1210                                 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1211                                 R_Mesh_State_Texture(&m);
1212                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1213                         }
1214                 }
1215         }
1216 }
1217
1218 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1219 {
1220         const msurface_t *surf;
1221         const surfmesh_t *mesh;
1222         rmeshstate_t m;
1223         memset(&m, 0, sizeof(m));
1224         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1225         GL_DepthMask(false);
1226         GL_DepthTest(true);
1227         m.tex[0] = R_GetTexture(texture->skin.glow);
1228         GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1229         while((surf = *surfchain++) != NULL)
1230         {
1231                 if (surf->visframe == r_framecount)
1232                 {
1233                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1234                         {
1235                                 GL_VertexPointer(mesh->vertex3f);
1236                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1237                                 R_Mesh_State_Texture(&m);
1238                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1239                         }
1240                 }
1241         }
1242 }
1243
1244 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1245 {
1246         const msurface_t *surf;
1247         const surfmesh_t *mesh;
1248         rmeshstate_t m;
1249         memset(&m, 0, sizeof(m));
1250         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1251         GL_DepthMask(true);
1252         m.tex[0] = R_GetTexture(texture->skin.glow);
1253         if (m.tex[0])
1254                 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1255         else
1256                 GL_Color(0, 0, 0, 1);
1257         while((surf = *surfchain++) != NULL)
1258         {
1259                 if (surf->visframe == r_framecount)
1260                 {
1261                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1262                         {
1263                                 GL_VertexPointer(mesh->vertex3f);
1264                                 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1265                                 R_Mesh_State_Texture(&m);
1266                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1267                         }
1268                 }
1269         }
1270 }
1271
1272 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1273 {
1274         const entity_render_t *ent = calldata1;
1275         const msurface_t *surf = ent->model->surfaces + calldata2;
1276         int rendertype;
1277         float currentalpha;
1278         texture_t *texture;
1279         R_Mesh_Matrix(&ent->matrix);
1280
1281         texture = surf->texinfo->texture;
1282         if (texture->animated)
1283                 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];
1284
1285         currentalpha = ent->alpha;
1286         if (texture->flags & SURF_WATERALPHA)
1287                 currentalpha *= r_wateralpha.value;
1288         if (ent->effects & EF_ADDITIVE)
1289                 rendertype = SURFRENDER_ADD;
1290         else if (currentalpha < 1 || texture->skin.fog != NULL)
1291                 rendertype = SURFRENDER_ALPHA;
1292         else
1293                 rendertype = SURFRENDER_OPAQUE;
1294
1295         RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1296         if (texture->skin.glow)
1297                 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1298         if (fogenabled)
1299                 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1300 }
1301
1302 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1303 {
1304         const msurface_t *surf;
1305         msurface_t **chain;
1306         vec3_t center;
1307         if (texture->rendertype != SURFRENDER_OPAQUE)
1308         {
1309                 // transparent vertex shaded from lightmap
1310                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1311                 {
1312                         if (surf->visframe == r_framecount)
1313                         {
1314                                 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1315                                 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
1316                         }
1317                 }
1318         }
1319         else if (r_shadow_realtime_world.integer)
1320         {
1321                 // opaque base lighting
1322                 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1323                 if (fogenabled)
1324                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1325         }
1326         else if (r_vertexsurfaces.integer)
1327         {
1328                 // opaque vertex shaded from lightmap
1329                 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1330                         if (surf->visframe == r_framecount)
1331                                 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
1332                 if (texture->skin.glow)
1333                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1334                                 if (surf->visframe == r_framecount)
1335                                         RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
1336                 if (fogenabled)
1337                         for (chain = surfchain;(surf = *chain) != NULL;chain++)
1338                                 if (surf->visframe == r_framecount)
1339                                         RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
1340         }
1341         else
1342         {
1343                 // opaque lightmapped
1344                 if (r_textureunits.integer >= 2)
1345                 {
1346                         if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1347                                 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1348                         else
1349                         {
1350                                 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1351                                 if (r_detailtextures.integer)
1352                                         RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1353                         }
1354                 }
1355                 else
1356                 {
1357                         RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1358                         RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1359                         if (r_detailtextures.integer)
1360                                 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1361                 }
1362                 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1363                         RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
1364                 if (texture->skin.glow)
1365                         RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1366                 if (fogenabled)
1367                         RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1368         }
1369 }
1370
1371 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1372 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1373 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1374
1375 int Cshader_count = 3;
1376 Cshader_t *Cshaders[3] =
1377 {
1378         &Cshader_wall_lightmap,
1379         &Cshader_water,
1380         &Cshader_sky
1381 };
1382
1383 void R_UpdateTextureInfo(entity_render_t *ent)
1384 {
1385         int i, texframe, alttextures;
1386         texture_t *t;
1387
1388         if (!ent->model)
1389                 return;
1390
1391         alttextures = ent->frame != 0;
1392         texframe = (int)(cl.time * 5.0f);
1393         for (i = 0;i < ent->model->numtextures;i++)
1394         {
1395                 t = ent->model->textures + i;
1396                 t->currentalpha = ent->alpha;
1397                 if (t->flags & SURF_WATERALPHA)
1398                         t->currentalpha *= r_wateralpha.value;
1399                 if (ent->effects & EF_ADDITIVE)
1400                         t->rendertype = SURFRENDER_ADD;
1401                 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1402                         t->rendertype = SURFRENDER_ALPHA;
1403                 else
1404                         t->rendertype = SURFRENDER_OPAQUE;
1405                 // we don't need to set currentframe if t->animated is false because
1406                 // it was already set up by the texture loader for non-animating
1407                 if (t->animated)
1408                         t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1409         }
1410 }
1411
1412 void R_PrepareSurfaces(entity_render_t *ent)
1413 {
1414         int i, numsurfaces, *surfacevisframes;
1415         model_t *model;
1416         msurface_t *surf, *surfaces, **surfchain;
1417         vec3_t modelorg;
1418
1419         if (!ent->model)
1420                 return;
1421
1422         model = ent->model;
1423         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1424         numsurfaces = model->nummodelsurfaces;
1425         surfaces = model->surfaces + model->firstmodelsurface;
1426         surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1427
1428         R_UpdateTextureInfo(ent);
1429
1430         if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1431                 R_MarkLights(ent);
1432
1433         if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)
1434         {
1435                 model->light_ambient = r_ambient.value;
1436                 model->light_scalebit = r_lightmapscalebit;
1437                 for (i = 0;i < model->nummodelsurfaces;i++)
1438                         model->surfaces[i + model->firstmodelsurface].cached_dlight = true;
1439         }
1440         else
1441         {
1442                 for (i = 0;i < model->light_styles;i++)
1443                 {
1444                         if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]])
1445                         {
1446                                 model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]];
1447                                 for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++)
1448                                         (**surfchain).cached_dlight = true;
1449                         }
1450                 }
1451         }
1452
1453         for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1454         {
1455                 if (surfacevisframes[i] == r_framecount)
1456                 {
1457 #if !WORLDNODECULLBACKFACES
1458                         // mark any backface surfaces as not visible
1459                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1460                         {
1461                                 if (!(surf->flags & SURF_PLANEBACK))
1462                                         surfacevisframes[i] = -1;
1463                         }
1464                         else
1465                         {
1466                                 if ((surf->flags & SURF_PLANEBACK))
1467                                         surfacevisframes[i] = -1;
1468                         }
1469                         if (surfacevisframes[i] == r_framecount)
1470 #endif
1471                         {
1472                                 c_faces++;
1473                                 surf->visframe = r_framecount;
1474                                 if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
1475                                         R_BuildLightMap(ent, surf);
1476                         }
1477                 }
1478         }
1479 }
1480
1481 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1482 {
1483         int i;
1484         texture_t *t;
1485         if (ent->model == NULL)
1486                 return;
1487         R_Mesh_Matrix(&ent->matrix);
1488         for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
1489                 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1490                         t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1491 }
1492
1493 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1494 {
1495         int i;
1496         float *v;
1497         rmeshstate_t m;
1498         const entity_render_t *ent = calldata1;
1499         const mportal_t *portal = ent->model->portals + calldata2;
1500         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1501         GL_DepthMask(false);
1502         GL_DepthTest(true);
1503         R_Mesh_Matrix(&ent->matrix);
1504         GL_VertexPointer(varray_vertex3f);
1505
1506         memset(&m, 0, sizeof(m));
1507         R_Mesh_State_Texture(&m);
1508
1509         i = portal - ent->model->portals;
1510         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
1511                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
1512                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
1513                          0.125f);
1514         if (PlaneDiff(r_origin, (&portal->plane)) > 0)
1515         {
1516                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1517                         VectorCopy(portal->points[i].position, v);
1518         }
1519         else
1520                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1521                         VectorCopy(portal->points[i].position, v);
1522         R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1523 }
1524
1525 static void R_DrawPortals(entity_render_t *ent)
1526 {
1527         int i;
1528         mportal_t *portal, *endportal;
1529         float temp[3], center[3], f;
1530         if (ent->model == NULL)
1531                 return;
1532         for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
1533         {
1534                 if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1535                 {
1536                         VectorClear(temp);
1537                         for (i = 0;i < portal->numpoints;i++)
1538                                 VectorAdd(temp, portal->points[i].position, temp);
1539                         f = ixtable[portal->numpoints];
1540                         VectorScale(temp, f, temp);
1541                         Matrix4x4_Transform(&ent->matrix, temp, center);
1542                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
1543                 }
1544         }
1545 }
1546
1547 void R_PrepareBrushModel(entity_render_t *ent)
1548 {
1549         int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1550         msurface_t *surf;
1551         model_t *model;
1552 #if WORLDNODECULLBACKFACES
1553         vec3_t modelorg;
1554 #endif
1555
1556         // because bmodels can be reused, we have to decide which things to render
1557         // from scratch every time
1558         model = ent->model;
1559         if (model == NULL)
1560                 return;
1561 #if WORLDNODECULLBACKFACES
1562         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1563 #endif
1564         numsurfaces = model->nummodelsurfaces;
1565         surf = model->surfaces + model->firstmodelsurface;
1566         surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1567         surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
1568         for (i = 0;i < numsurfaces;i++, surf++)
1569         {
1570 #if WORLDNODECULLBACKFACES
1571                 // mark any backface surfaces as not visible
1572                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1573                 {
1574                         if ((surf->flags & SURF_PLANEBACK))
1575                                 surfacevisframes[i] = r_framecount;
1576                 }
1577                 else if (!(surf->flags & SURF_PLANEBACK))
1578                         surfacevisframes[i] = r_framecount;
1579 #else
1580                 surfacevisframes[i] = r_framecount;
1581 #endif
1582                 surf->dlightframe = -1;
1583         }
1584         R_PrepareSurfaces(ent);
1585 }
1586
1587 void R_SurfaceWorldNode (entity_render_t *ent)
1588 {
1589         int i, *surfacevisframes, *surfacepvsframes, surfnum;
1590         msurface_t *surf;
1591         mleaf_t *leaf;
1592         model_t *model;
1593         vec3_t modelorg;
1594
1595         // equivilant to quake's RecursiveWorldNode but faster and more effective
1596         model = ent->model;
1597         if (model == NULL)
1598                 return;
1599         surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1600         surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
1601         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1602
1603         for (leaf = model->pvsleafchain;leaf;leaf = leaf->pvschain)
1604         {
1605                 if (!R_CullBox (leaf->mins, leaf->maxs))
1606                 {
1607                         c_leafs++;
1608                         leaf->visframe = r_framecount;
1609                 }
1610         }
1611
1612         for (i = 0;i < model->pvssurflistlength;i++)
1613         {
1614                 surfnum = model->pvssurflist[i];
1615                 surf = model->surfaces + surfnum;
1616 #if WORLDNODECULLBACKFACES
1617                 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1618                 {
1619                         if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1620                                 surfacevisframes[surfnum] = r_framecount;
1621                 }
1622                 else
1623                 {
1624                         if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1625                                 surfacevisframes[surfnum] = r_framecount;
1626                 }
1627 #else
1628                 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1629                         surfacevisframes[surfnum] = r_framecount;
1630 #endif
1631         }
1632 }
1633
1634 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1635 {
1636         int c, leafstackpos, *mark, *surfacevisframes;
1637 #if WORLDNODECULLBACKFACES
1638         int n;
1639         msurface_t *surf;
1640 #endif
1641         mleaf_t *leaf, *leafstack[8192];
1642         mportal_t *p;
1643         vec3_t modelorg;
1644         msurface_t *surfaces;
1645         if (ent->model == NULL)
1646                 return;
1647         // LordHavoc: portal-passage worldnode with PVS;
1648         // follows portals leading outward from viewleaf, does not venture
1649         // offscreen or into leafs that are not visible, faster than Quake's
1650         // RecursiveWorldNode
1651         surfaces = ent->model->surfaces;
1652         surfacevisframes = ent->model->surfacevisframes;
1653         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1654         viewleaf->worldnodeframe = r_framecount;
1655         leafstack[0] = viewleaf;
1656         leafstackpos = 1;
1657         while (leafstackpos)
1658         {
1659                 c_leafs++;
1660                 leaf = leafstack[--leafstackpos];
1661                 leaf->visframe = r_framecount;
1662                 // draw any surfaces bounding this leaf
1663                 if (leaf->nummarksurfaces)
1664                 {
1665                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1666                         {
1667 #if WORLDNODECULLBACKFACES
1668                                 n = *mark++;
1669                                 if (surfacevisframes[n] != r_framecount)
1670                                 {
1671                                         surf = surfaces + n;
1672                                         if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1673                                         {
1674                                                 if ((surf->flags & SURF_PLANEBACK))
1675                                                         surfacevisframes[n] = r_framecount;
1676                                         }
1677                                         else
1678                                         {
1679                                                 if (!(surf->flags & SURF_PLANEBACK))
1680                                                         surfacevisframes[n] = r_framecount;
1681                                         }
1682                                 }
1683 #else
1684                                 surfacevisframes[*mark++] = r_framecount;
1685 #endif
1686                         }
1687                 }
1688                 // follow portals into other leafs
1689                 for (p = leaf->portals;p;p = p->next)
1690                 {
1691                         // LordHavoc: this DotProduct hurts less than a cache miss
1692                         // (which is more likely to happen if backflowing through leafs)
1693                         if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1694                         {
1695                                 leaf = p->past;
1696                                 if (leaf->worldnodeframe != r_framecount)
1697                                 {
1698                                         leaf->worldnodeframe = r_framecount;
1699                                         // FIXME: R_CullBox is absolute, should be done relative
1700                                         if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs))
1701                                                 leafstack[leafstackpos++] = leaf;
1702                                 }
1703                         }
1704                 }
1705         }
1706 }
1707
1708 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1709 {
1710         int i, j, l, c, bits, *surfacepvsframes, *mark;
1711         mleaf_t *leaf;
1712         qbyte *vis;
1713         model_t *model;
1714
1715         model = ent->model;
1716         if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer))
1717         {
1718                 model->pvsframecount++;
1719                 model->pvsviewleaf = viewleaf;
1720                 model->pvsviewleafnovis = r_novis.integer;
1721                 model->pvsleafchain = NULL;
1722                 model->pvssurflistlength = 0;
1723                 if (viewleaf)
1724                 {
1725                         surfacepvsframes = model->surfacepvsframes;
1726                         vis = model->LeafPVS(model, viewleaf);
1727                         for (j = 0;j < model->numleafs;j += 8)
1728                         {
1729                                 bits = *vis++;
1730                                 if (bits)
1731                                 {
1732                                         l = model->numleafs - j;
1733                                         if (l > 8)
1734                                                 l = 8;
1735                                         for (i = 0;i < l;i++)
1736                                         {
1737                                                 if (bits & (1 << i))
1738                                                 {
1739                                                         leaf = &model->leafs[j + i + 1];
1740                                                         leaf->pvschain = model->pvsleafchain;
1741                                                         model->pvsleafchain = leaf;
1742                                                         leaf->pvsframe = model->pvsframecount;
1743                                                         // mark surfaces bounding this leaf as visible
1744                                                         for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1745                                                                 surfacepvsframes[*mark] = model->pvsframecount;
1746                                                 }
1747                                         }
1748                                 }
1749                         }
1750                         model->BuildPVSTextureChains(model);
1751                 }
1752         }
1753 }
1754
1755 void R_WorldVisibility (entity_render_t *ent)
1756 {
1757         vec3_t modelorg;
1758         mleaf_t *viewleaf;
1759
1760         Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1761         viewleaf = ent->model->PointInLeaf(ent->model, modelorg);
1762         R_PVSUpdate(ent, viewleaf);
1763
1764         if (!viewleaf)
1765                 return;
1766
1767         if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1768                 R_SurfaceWorldNode (ent);
1769         else
1770                 R_PortalWorldNode (ent, viewleaf);
1771 }
1772
1773 void R_DrawWorld (entity_render_t *ent)
1774 {
1775         if (ent->model == NULL)
1776                 return;
1777         R_PrepareSurfaces(ent);
1778         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
1779         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
1780         if (r_drawportals.integer)
1781                 R_DrawPortals(ent);
1782 }
1783
1784 void R_Model_Brush_DrawSky (entity_render_t *ent)
1785 {
1786         if (ent->model == NULL)
1787                 return;
1788         if (ent != &cl_entities[0].render)
1789                 R_PrepareBrushModel(ent);
1790         R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
1791 }
1792
1793 void R_Model_Brush_Draw (entity_render_t *ent)
1794 {
1795         if (ent->model == NULL)
1796                 return;
1797         c_bmodels++;
1798         if (ent != &cl_entities[0].render)
1799                 R_PrepareBrushModel(ent);
1800         R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
1801 }
1802
1803 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1804 {
1805         int i;
1806         msurface_t *surf;
1807         float projectdistance, f, temp[3], lightradius2;
1808         surfmesh_t *mesh;
1809         if (ent->model == NULL)
1810                 return;
1811         R_Mesh_Matrix(&ent->matrix);
1812         lightradius2 = lightradius * lightradius;
1813         R_UpdateTextureInfo(ent);
1814         projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1815         for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
1816         {
1817                 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1818                 {
1819                         f = PlaneDiff(relativelightorigin, surf->plane);
1820                         if (surf->flags & SURF_PLANEBACK)
1821                                 f = -f;
1822                         // draw shadows only for frontfaces and only if they are close
1823                         if (f >= 0.1 && f < lightradius)
1824                         {
1825                                 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1826                                 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1827                                 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1828                                 if (DotProduct(temp, temp) < lightradius2)
1829                                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1830                                                 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1831                         }
1832                 }
1833         }
1834 }
1835
1836 void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1837 {
1838         int surfnum;
1839         msurface_t *surf;
1840         texture_t *t;
1841         surfmesh_t *mesh;
1842         if (ent->model == NULL)
1843                 return;
1844         R_Mesh_Matrix(&ent->matrix);
1845         R_UpdateTextureInfo(ent);
1846         for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1847         {
1848                 surf = surflist[surfnum];
1849                 if (surf->visframe == r_framecount)
1850                 {
1851                         t = surf->texinfo->texture->currentframe;
1852                         if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1853                         {
1854                                 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1855                                 {
1856                                         R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1857                                         R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1858                                 }
1859                         }
1860                 }
1861         }
1862 }
1863
1864 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1865 {
1866         int surfnum;
1867         msurface_t *surf;
1868         texture_t *t;
1869         float f, lightmins[3], lightmaxs[3];
1870         surfmesh_t *mesh;
1871         if (ent->model == NULL)
1872                 return;
1873         R_Mesh_Matrix(&ent->matrix);
1874         lightmins[0] = relativelightorigin[0] - lightradius;
1875         lightmins[1] = relativelightorigin[1] - lightradius;
1876         lightmins[2] = relativelightorigin[2] - lightradius;
1877         lightmaxs[0] = relativelightorigin[0] + lightradius;
1878         lightmaxs[1] = relativelightorigin[1] + lightradius;
1879         lightmaxs[2] = relativelightorigin[2] + lightradius;
1880         R_UpdateTextureInfo(ent);
1881         for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
1882         {
1883                 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1884                 {
1885                         f = PlaneDiff(relativelightorigin, surf->plane);
1886                         if (surf->flags & SURF_PLANEBACK)
1887                                 f = -f;
1888                         if (f >= -0.1 && f < lightradius)
1889                         {
1890                                 t = surf->texinfo->texture->currentframe;
1891                                 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1892                                 {
1893                                         for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1894                                         {
1895                                                 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1896                                                 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1897                                         }
1898                                 }
1899                         }
1900                 }
1901         }
1902 }
1903
1904 static void gl_surf_start(void)
1905 {
1906 }
1907
1908 static void gl_surf_shutdown(void)
1909 {
1910 }
1911
1912 static void gl_surf_newmap(void)
1913 {
1914 }
1915
1916 void GL_Surf_Init(void)
1917 {
1918         int i;
1919         dlightdivtable[0] = 4194304;
1920         for (i = 1;i < 32768;i++)
1921                 dlightdivtable[i] = 4194304 / (i << 7);
1922
1923         Cvar_RegisterVariable(&r_ambient);
1924         Cvar_RegisterVariable(&r_vertexsurfaces);
1925         Cvar_RegisterVariable(&r_dlightmap);
1926         Cvar_RegisterVariable(&r_drawportals);
1927         Cvar_RegisterVariable(&r_testvis);
1928         Cvar_RegisterVariable(&r_floatbuildlightmap);
1929         Cvar_RegisterVariable(&r_detailtextures);
1930         Cvar_RegisterVariable(&r_surfaceworldnode);
1931
1932         R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1933 }
1934