/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// GL_RSURF.C: surface-related refresh code
#include <assert.h>

#include "gl_local.h"

static vec3_t	modelorg;		// relative to viewpoint

msurface_t	*r_alpha_surfaces;

#define DYNAMIC_LIGHT_WIDTH  128
#define DYNAMIC_LIGHT_HEIGHT 128


int		c_visible_lightmaps;
int		c_visible_textures;

gllightmapstate_t gl_lms;

static void		LM_InitBlock( void );
static void		LM_UploadBlock( qboolean dynamic );
static qboolean	LM_AllocBlock (int w, int h, int *x, int *y);
static void R_RenderLightmappedPoly (msurface_t *surf);

extern void R_SetCacheState( msurface_t *surf );
extern void R_BuildLightMap (msurface_t *surf, byte *dest, int stride);

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
void R_UpdateSurfaceLightmap (msurface_t *surf);
void R_RebuildLightmaps (void);
#endif

/*
=============================================================

	BRUSH MODELS

=============================================================
*/

/*
===============
R_TextureAnimation

Returns the proper texture for a given time and base texture
===============
*/
#if 1
// Knightmare- redid this to support trans surfaces
image_t *R_TextureAnimation (msurface_t *surf)
{
	int			c, frame;
	mtexinfo_t	*tex = surf->texinfo;

	if (!tex->next)
		return tex->image;

	if (tex->flags & (SURF_TRANS33|SURF_TRANS66)) {
		if (!surf->entity)
			frame = r_worldframe; 	// use worldspawn frame
		else
			frame = surf->entity->frame;
	}
	else
		frame = currententity->frame;

	c = frame % tex->numframes;
	while (c)
	{
		tex = tex->next;
		c--;
	}

	return tex->image;
}
#else
image_t *R_TextureAnimation (mtexinfo_t *tex)
{
	int		c;

	if (!tex->next)
		return tex->image;

	c = currententity->frame % tex->numframes;
	while (c)
	{
		tex = tex->next;
		c--;
	}

	return tex->image;
}
#endif

#if 0
/*
=================
WaterWarpPolyVerts

Mangles the x and y coordinates in a copy of the poly
so that any drawing routine can be water warped
=================
*/
glpoly_t *WaterWarpPolyVerts (glpoly_t *p)
{
	int		i;
	float	*v, *nv;
	static byte	buffer[1024];
	glpoly_t *out;

	out = (glpoly_t *)buffer;

	out->numverts = p->numverts;
	v = p->verts[0];
	nv = out->verts[0];
	for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE, nv+=VERTEXSIZE)
	{
		nv[0] = v[0] + 4*sin(v[1]*0.05+r_newrefdef.time)*sin(v[2]*0.05+r_newrefdef.time);
		nv[1] = v[1] + 4*sin(v[0]*0.05+r_newrefdef.time)*sin(v[2]*0.05+r_newrefdef.time);

		nv[2] = v[2];
		nv[3] = v[3];
		nv[4] = v[4];
		nv[5] = v[5];
		nv[6] = v[6];
	}

	return out;
}

/*
================
DrawGLWaterPoly

Warp the vertex coordinates
================
*/
void DrawGLWaterPoly (glpoly_t *p)
{
	int		i;
	float	*v;

	p = WaterWarpPolyVerts (p);
	qglBegin (GL_TRIANGLE_FAN);
	v = p->verts[0];
	for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
	{
		qglTexCoord2f (v[3], v[4]);
		qglVertex3fv (v);
	}
	qglEnd ();
}
void DrawGLWaterPolyLightmap (glpoly_t *p)
{
	int		i;
	float	*v;

	p = WaterWarpPolyVerts (p);
	qglBegin (GL_TRIANGLE_FAN);
	v = p->verts[0];
	for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
	{
		qglTexCoord2f (v[5], v[6]);
		qglVertex3fv (v);
	}
	qglEnd ();
}

/*
================
DrawGLPoly
================
*/
void DrawGLPoly (glpoly_t *p)
{
	int		i;
	float	*v;

	qglBegin (GL_POLYGON);
	v = p->verts[0];
	for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
	{
		qglTexCoord2f (v[3], v[4]);
		qglVertex3fv (v);
	}
	qglEnd ();
}
#endif

//============
//PGM
/*
================
DrawGLPoly

Knightmare- made this function handle both flowing and non-flowing
================
*/
void DrawGLPoly (msurface_t *fa)
{
	int		i;
	float	*v;
	glpoly_t *p;
	float	scroll;

	p = fa->polys;

	if (fa->texinfo->flags & SURF_FLOWING)
	{
		scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) );
		if (scroll == 0.0)
			scroll = -64.0;
	}
	else
		scroll = 0.0f;

	qglBegin (GL_POLYGON);
	v = p->verts[0];
	for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
	{
		qglTexCoord2f ((v[3] + scroll), v[4]);
		qglVertex3fv (v);
	}
	qglEnd ();
}
//PGM
//============

/*
** R_DrawTriangleOutlines
*/
//void R_DrawTriangleOutlines (void)
void R_DrawTriangleOutlines (msurface_t *surf, qboolean multitexture, qboolean alphasurf)
{
	int			i, j;
	glpoly_t	*p;
	qboolean	depthtest = ((int)gl_showtris->value > 1);

	if (!gl_showtris->value)
		return;

	if (surf != NULL) {
		if (surf->flags & SURF_DRAWTURB)
			return;
	}

/*	qglDisable (GL_TEXTURE_2D);
	qglDisable (GL_DEPTH_TEST);
	qglColor4f (1,1,1,1);

	for (i=0 ; i<MAX_LIGHTMAPS ; i++)
	{
		msurface_t *surf;

		for ( surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain )
		{
			p = surf->polys;
			for ( ; p ; p=p->chain)
			{
				for (j=2 ; j<p->numverts ; j++ )
				{
					qglBegin (GL_LINE_STRIP);
					qglVertex3fv (p->verts[0]);
					qglVertex3fv (p->verts[j-1]);
					qglVertex3fv (p->verts[j]);
					qglVertex3fv (p->verts[0]);
					qglEnd ();
				}
			}
		}
	}

	qglEnable (GL_DEPTH_TEST);
	qglEnable (GL_TEXTURE_2D);*/

// GuyP: *\/\/\/ gl_showtris fix begin \/\/\/*
	if (!depthtest)
	  qglDisable (GL_DEPTH_TEST);

    if (!surf)    // GuyP: Called from R_DrawWorld in non-multitexture mode; need to loop through surfaces defined by non-mtex functions
    {
        qglDisable (GL_TEXTURE_2D);
        
        for (i = 0; i < MAX_LIGHTMAPS; i++)
        {
            for (surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain)
            {
                for (p = surf->polys; p; p = p->chain)
                {
                    for (j = 2; j < p->numverts; j++)
                    {
                        qglBegin(GL_LINE_STRIP);
                            qglColor4f(1, 1, 1, 1);
                            qglVertex3fv(p->verts[0]);
                            qglVertex3fv(p->verts[j-1]);
                            qglVertex3fv(p->verts[j]);
                            qglVertex3fv(p->verts[0]);
                        qglEnd();
                    }
                }
            }
        }

        qglEnable (GL_TEXTURE_2D);
    }
    else    // Guy: Called from multitexture mode; surface to be rendered in wireframe already passed in
    {
        float    tex_state0, tex_state1;

		if (alphasurf) {
			qglDisable (GL_BLEND);
			GL_TexEnv (GL_REPLACE);
		}
		else if (multitexture) {
			GL_SelectTexture (GL_TEXTURE0);
			qglGetTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &tex_state0);

			GL_SelectTexture (GL_TEXTURE1);
			qglGetTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &tex_state1);

			GL_EnableMultitexture(false);
		}
        qglDisable(GL_TEXTURE_2D);

        for (p = surf->polys; p; p = p->chain)
        {
            for (j = 2; j < p->numverts; j++)
            {
                qglBegin(GL_LINE_STRIP);
                    qglColor4f(1, 1, 1, 1);
                    qglVertex3fv(p->verts[0]);
                    qglVertex3fv(p->verts[j-1]);
                    qglVertex3fv(p->verts[j]);
                    qglVertex3fv(p->verts[0]);
                qglEnd();
            }
        }

        qglEnable(GL_TEXTURE_2D);
 
		if (alphasurf) {
			qglEnable (GL_BLEND);
			GL_TexEnv (GL_MODULATE);
		}
		else if (multitexture) {
			GL_EnableMultitexture(true);
        
			GL_SelectTexture (GL_TEXTURE0);
			GL_TexEnv (tex_state0);

			GL_SelectTexture (GL_TEXTURE1);
			GL_TexEnv (tex_state1);
		}
    }

	if (!depthtest)
		qglEnable (GL_DEPTH_TEST);
// GuyP: */\/\/\ gl_showtris fix end /\/\/\*
}

/*
** DrawGLPolyChain
*/
void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset )
{
	if ( soffset == 0 && toffset == 0 )
	{
		for ( ; p != 0; p = p->chain )
		{
			float *v;
			int j;

			qglBegin (GL_POLYGON);
			v = p->verts[0];
			for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
			{
				qglTexCoord2f (v[5], v[6] );
				qglVertex3fv (v);
			}
			qglEnd ();
		}
	}
	else
	{
		for ( ; p != 0; p = p->chain )
		{
			float *v;
			int j;

			qglBegin (GL_POLYGON);
			v = p->verts[0];
			for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
			{
				qglTexCoord2f (v[5] - soffset, v[6] - toffset );
				qglVertex3fv (v);
			}
			qglEnd ();
		}
	}
}

/*
** R_BlendLightMaps
**
** This routine takes all the given light mapped surfaces in the world and
** blends them into the framebuffer.
*/
void R_BlendLightmaps (void)
{
	int			i;
	msurface_t	*surf, *newdrawsurf = 0;

	// don't bother if we're set to fullbright
	if (r_fullbright->value)
		return;
	if (!r_worldmodel->lightdata)
		return;

	// don't bother writing Z
	qglDepthMask( 0 );

	/*
	** set the appropriate blending mode unless we're only looking at the
	** lightmaps.
	*/
	if (!gl_lightmap->value)
	{
		qglEnable (GL_BLEND);

		if ( gl_saturatelighting->value )
		{
			qglBlendFunc( GL_ONE, GL_ONE );
		}
		else
		{
			if ( gl_monolightmap->string[0] != '0' )
			{
				switch ( toupper( gl_monolightmap->string[0] ) )
				{
				case 'I':
					qglBlendFunc (GL_ZERO, GL_SRC_COLOR );
					break;
				case 'L':
					qglBlendFunc (GL_ZERO, GL_SRC_COLOR );
					break;
				case 'A':
				default:
					qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
					break;
				}
			}
			else
			{
				qglBlendFunc (GL_ZERO, GL_SRC_COLOR );
			}
		}
	}

	if ( currentmodel == r_worldmodel )
		c_visible_lightmaps = 0;

	/*
	** render static lightmaps first
	*/
	for ( i = 1; i < MAX_LIGHTMAPS; i++ )
	{
		if ( gl_lms.lightmap_surfaces[i] )
		{
			if (currentmodel == r_worldmodel)
				c_visible_lightmaps++;
			GL_Bind( gl_state.lightmap_textures + i);

			for ( surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain )
			{
				if ( surf->polys )
					DrawGLPolyChain( surf->polys, 0, 0 );
			}
		}
	}

	/*
	** render dynamic lightmaps
	*/
	if ( gl_dynamic->value )
	{
		LM_InitBlock();

		GL_Bind( gl_state.lightmap_textures+0 );

		if (currentmodel == r_worldmodel)
			c_visible_lightmaps++;

		newdrawsurf = gl_lms.lightmap_surfaces[0];

		for ( surf = gl_lms.lightmap_surfaces[0]; surf != 0; surf = surf->lightmapchain )
		{
			int			smax, tmax;
			unsigned	*base;

			smax = (surf->extents[0]>>4)+1;
			tmax = (surf->extents[1]>>4)+1;

			if ( LM_AllocBlock( smax, tmax, &surf->dlight_s, &surf->dlight_t ) )
			{
				base = gl_lms.lightmap_buffer;
				base += ( surf->dlight_t * LM_BLOCK_WIDTH + surf->dlight_s );	// * LIGHTMAP_BYTES;

				R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES);
			}
			else
			{
				msurface_t *drawsurf;

				// upload what we have so far
				LM_UploadBlock( true );

				// draw all surfaces that use this lightmap
				for ( drawsurf = newdrawsurf; drawsurf != surf; drawsurf = drawsurf->lightmapchain )
				{
					if ( drawsurf->polys )
						DrawGLPolyChain( drawsurf->polys, 
							              ( drawsurf->light_s - drawsurf->dlight_s ) * ( 1.0 / 128.0 ), 
										( drawsurf->light_t - drawsurf->dlight_t ) * ( 1.0 / 128.0 ) );
				}

				newdrawsurf = drawsurf;

				// clear the block
				LM_InitBlock();

				// try uploading the block now
				if ( !LM_AllocBlock( smax, tmax, &surf->dlight_s, &surf->dlight_t ) )
				{
					ri.Sys_Error( ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed (dynamic)\n", smax, tmax );
				}

				base = gl_lms.lightmap_buffer;
				base += ( surf->dlight_t * LM_BLOCK_WIDTH + surf->dlight_s );	// * LIGHTMAP_BYTES;

				R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES);
			}
		}

		/*
		** draw remainder of dynamic lightmaps that haven't been uploaded yet
		*/
		if ( newdrawsurf )
			LM_UploadBlock( true );

		for ( surf = newdrawsurf; surf != 0; surf = surf->lightmapchain )
		{
			if ( surf->polys )
				DrawGLPolyChain( surf->polys, ( surf->light_s - surf->dlight_s ) * ( 1.0 / 128.0 ), ( surf->light_t - surf->dlight_t ) * ( 1.0 / 128.0 ) );
		}
	}

	/*
	** restore state
	*/
	qglDisable (GL_BLEND);
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	qglDepthMask( 1 );
}


/*
================
R_RenderWarpPoly

Knightmare- added this to simplify things in multitextire mode
================
*/
void R_RenderWarpPoly (msurface_t *fa)
{
	image_t		*image = R_TextureAnimation (fa); 

	GL_Bind( image->texnum );

	// warp texture, no lightmaps
	GL_TexEnv( GL_MODULATE );
	qglColor4f( gl_state.inverse_intensity, 
			    gl_state.inverse_intensity,
				gl_state.inverse_intensity,
				1.0F );
	EmitWaterPolys (fa);
	GL_TexEnv( GL_REPLACE );
}


/*
================
R_RenderBrushPoly
================
*/
void R_RenderBrushPoly (msurface_t *fa)
{
	int			maps;
	image_t		*image;
	qboolean	is_dynamic = false;

	c_brush_polys++;

	image = R_TextureAnimation (fa); // was fa->texinfo

	if (fa->flags & SURF_DRAWTURB)
	{	
		GL_Bind( image->texnum );

		// warp texture, no lightmaps
		GL_TexEnv( GL_MODULATE );
		qglColor4f( gl_state.inverse_intensity, 
			        gl_state.inverse_intensity,
					gl_state.inverse_intensity,
					1.0F );
		EmitWaterPolys (fa);
		GL_TexEnv( GL_REPLACE );

		return;
	}
	else
	{
		GL_Bind( image->texnum );

		GL_TexEnv( GL_REPLACE );
	}

	DrawGLPoly (fa);

	/*
	** check for lightmap modification
	*/
	for ( maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++ )
	{
		if ( r_newrefdef.lightstyles[fa->styles[maps]].white != fa->cached_light[maps] )
			goto dynamic;
	}

	// dynamic this frame or dynamic previously
	if ( ( fa->dlightframe == r_framecount ) )
	{
dynamic:
		if ( gl_dynamic->value )
		{
			if (!( fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
			{
				is_dynamic = true;
			}
		}
	}

	if ( is_dynamic )
	{
		if ( ( fa->styles[maps] >= 32 || fa->styles[maps] == 0 ) && ( fa->dlightframe != r_framecount ) )
		{
			unsigned	temp[34*34];
			int			smax, tmax;

			smax = (fa->extents[0]>>4)+1;
			tmax = (fa->extents[1]>>4)+1;

			R_BuildLightMap( fa, (void *)temp, smax*4 );
			R_SetCacheState( fa );

			GL_Bind( gl_state.lightmap_textures + fa->lightmaptexturenum );

			qglTexSubImage2D( GL_TEXTURE_2D, 0,
							  fa->light_s, fa->light_t, 
							  smax, tmax, 
							  gl_lms.external_format,
							  gl_lms.type, temp );
			//				  GL_LIGHTMAP_FORMAT, 
			//				  GL_LIGHTMAP_TYPE, temp );

			fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum];
			gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa;
		}
		else
		{
			fa->lightmapchain = gl_lms.lightmap_surfaces[0];
			gl_lms.lightmap_surfaces[0] = fa;
		}
	}
	else
	{
		fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum];
		gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa;
	}
}


/*
================
R_DrawAlphaSurfaces

Draw water surfaces and windows.
The BSP tree is waled front to back, so unwinding the chain
of alpha_surfaces will draw back to front, giving proper ordering.
================
*/
void R_DrawAlphaSurfaces (void)
{
	msurface_t	*s;
	float		intens;
	image_t		*image; // Knightmare added

	// the textures are prescaled up for a better lighting range,
	// so scale it back down
	intens = gl_state.inverse_intensity;

	qglEnable (GL_BLEND);
	GL_TexEnv( GL_MODULATE );
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	for (s=r_alpha_surfaces ; s ; s=s->texturechain)
	{
		// go back to the world matrix
		qglLoadMatrixf (r_world_matrix);

		// Knightmare- disable depth testing for all bmodel surfs (which are not BSP-sorted) except solid alphas
		if ( s->entity && !((s->flags & SURF_TRANS33) && (s->flags & SURF_TRANS66)) )
			qglDepthMask (false);
		else
			qglDepthMask (true);

		// Knightmare- moving trans brushes
		if (s->entity)
			R_RotateForEntity (s->entity, true);

		// Knightmare- use animated texture
	//	GL_Bind(s->texinfo->image->texnum);
		image = R_TextureAnimation (s);
		GL_Bind(image->texnum);
		// end Knightmare
		c_brush_polys++;
		if (s->texinfo->flags & SURF_TRANS33)
			qglColor4f (intens,intens,intens,0.33);
		else if (s->texinfo->flags & SURF_TRANS66)
			qglColor4f (intens,intens,intens,0.66);
		else
			qglColor4f (intens,intens,intens,1);


		if (s->flags & SURF_DRAWTURB)
			EmitWaterPolys (s);
		else
			DrawGLPoly (s);

		// Knightmare- GuyP's gl_showtris fix
		R_DrawTriangleOutlines (s, false, true);
	}

	// Knightmare- go back to the world matrix after shifting trans faces
	qglLoadMatrixf (r_world_matrix);

	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	GL_TexEnv( GL_REPLACE );
	qglColor4f (1,1,1,1);
	qglDisable (GL_BLEND);
	qglDepthMask (true);

	r_alpha_surfaces = NULL;
}

/*
================
R_DrawTextureChains
================
*/
void R_DrawTextureChains (void)
{
	int		i;
	msurface_t	*s;
	image_t		*image;

	c_visible_textures = 0;

	if (!gl_config.multitexture)
	{
		for ( i = 0, image=gltextures ; i<numgltextures ; i++,image++)
		{
			if (!image->registration_sequence)
				continue;
			s = image->texturechain;
			if (!s)
				continue;
			c_visible_textures++;

			for ( ; s ; s=s->texturechain)
				R_RenderBrushPoly (s);

			image->texturechain = NULL;
		}
	}
	else
	{	// Knightmare- draw lightmapped surfs here
		GL_EnableMultitexture (true);

		GL_SelectTexture( gl_texture0);
		GL_TexEnv (GL_REPLACE);
		GL_SelectTexture( gl_texture1);
		if (gl_lightmap->value)
			GL_TexEnv (GL_REPLACE);
		else 
			GL_TexEnv (GL_MODULATE);

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
		R_RebuildLightmaps ();
#endif

		for (i=0, image=gltextures; i<numgltextures; i++, image++)
		{
			if (!image->registration_sequence)
				continue;
			if (!image->texturechain)
				continue;
			c_visible_textures++;

			for (s = image->texturechain; s; s=s->texturechain)
			{
				if ( !(s->flags & SURF_DRAWTURB) )
				//	R_RenderBrushPoly (s);
					R_RenderLightmappedPoly (s);
			}
		}
		GL_EnableMultitexture (false);
		// end Knightmare

		for (i=0, image=gltextures; i<numgltextures; i++, image++)
		{
			if (!image->registration_sequence)
				continue;
			if (!image->texturechain)
				continue;

			for (s = image->texturechain; s; s=s->texturechain)
			{
				if (s->flags & SURF_DRAWTURB)
					R_RenderWarpPoly (s);
				R_DrawTriangleOutlines (s, false, false);
			}
			image->texturechain = NULL;
		}
	}

	GL_TexEnv( GL_REPLACE );
}

// Knightmare added
#ifdef BATCH_LM_UPDATES
/*
=============
R_UpdateSurfaceLightmap

Based on code from MH's experimental Q2 engine
=============
*/
void R_UpdateSurfaceLightmap (msurface_t *surf)
{
	int			map, smax, tmax;
	qboolean	is_dynamic = false;

	if ( !qglMultiTexCoord2f || (r_fullbright->value != 0) )
		return;
	if ( surf->texinfo->flags & (SURF_SKY|SURF_WARP) )
		return;

	for ( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ )
	{
		if ( r_newrefdef.lightstyles[surf->styles[map]].white != surf->cached_light[map] )
			goto dynamic;
	}

	// dynamic this frame or dynamic previously
	if ( (surf->dlightframe == r_framecount) || surf->cached_dlight )
	{
dynamic:
		if ( gl_dynamic->value || surf->cached_dlight )
		{
			if ( !(surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
			{
				is_dynamic = true;
			}
		}
	}

	if ( is_dynamic )
	{
		unsigned	*base = gl_lms.lightmap_update[surf->lightmaptexturenum];
		rect_t		*rect = &gl_lms.lightrect[surf->lightmaptexturenum];

		smax = ( surf->extents[0] >> 4 ) + 1;
		tmax = ( surf->extents[1] >> 4 ) + 1;

		base += (surf->light_t * LM_BLOCK_WIDTH + surf->light_s);
		R_BuildLightMap (surf, (byte *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES);
		R_SetCacheState (surf);
		gl_lms.modified[surf->lightmaptexturenum] = true;

		if (surf->light_s < rect->left)
			rect->left = surf->light_s;
		if ((surf->light_s + smax) > rect->right)
			rect->right = surf->light_s + smax;
		if (surf->light_t < rect->top)
			rect->top = surf->light_t;
		if ((surf->light_t + tmax) > rect->bottom)
			rect->bottom = surf->light_t + tmax;
	}
}


/*
=============
R_RebuildLightmaps

Based on code from MH's experimental Q2 engine
=============
*/
void R_RebuildLightmaps (void)
{
	int			i;
	qboolean	storeSet = false;

	for (i=1; i<gl_lms.current_lightmap_texture; i++)
	{
		if (!gl_lms.modified[i])
			continue;

		if ( !gl_config.newTexFormat )
		{	// update full width of lm texture, because glPixelStorei isn't supported
			GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + i );
			qglTexSubImage2D (GL_TEXTURE_2D, 0,
					0, gl_lms.lightrect[i].top, 
					LM_BLOCK_WIDTH, (gl_lms.lightrect[i].bottom - gl_lms.lightrect[i].top), 
					gl_lms.external_format, gl_lms.type,
					gl_lms.lightmap_update[i] + (gl_lms.lightrect[i].top * LM_BLOCK_WIDTH));
		}
		else
		{
			if (!storeSet) {
				qglPixelStorei (GL_UNPACK_ROW_LENGTH, LM_BLOCK_WIDTH);
				storeSet = true;
			}
			GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + i );
			qglTexSubImage2D (GL_TEXTURE_2D, 0,
							gl_lms.lightrect[i].left, gl_lms.lightrect[i].top,
							(gl_lms.lightrect[i].right - gl_lms.lightrect[i].left), (gl_lms.lightrect[i].bottom - gl_lms.lightrect[i].top),
							gl_lms.external_format, gl_lms.type,
							gl_lms.lightmap_update[i] + (gl_lms.lightrect[i].top * LM_BLOCK_WIDTH) + gl_lms.lightrect[i].left);
		}

		gl_lms.modified[i] = false;
		gl_lms.lightrect[i].left = LM_BLOCK_WIDTH;
		gl_lms.lightrect[i].right = 0;
		gl_lms.lightrect[i].top = LM_BLOCK_HEIGHT;
		gl_lms.lightrect[i].bottom = 0;
	}
	if (storeSet)
		qglPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
}
#endif // BATCH_LM_UPDATES
// end Knightmare

static void R_RenderLightmappedPoly (msurface_t *surf)
{
	int			i, nv = surf->polys->numverts;
	float		*v, scroll;
	image_t		*image = R_TextureAnimation( surf ); // was surf->texinfo
	qboolean	is_dynamic = false;
	unsigned	lmtex = surf->lightmaptexturenum;
	glpoly_t	*p;
#ifndef BATCH_LM_UPDATES	// Knighmare- removed for batch lightmap updates
	int			map;

	for ( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ )
	{
		if ( r_newrefdef.lightstyles[surf->styles[map]].white != surf->cached_light[map] )
			goto dynamic;
	}

	// dynamic this frame or dynamic previously
	if ( ( surf->dlightframe == r_framecount ) )
	{
dynamic:
		if ( gl_dynamic->value )
		{
			if ( !(surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
			{
				is_dynamic = true;
			}
		}
	}

	if ( is_dynamic )
	{
		unsigned	temp[LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT];	// Knightmare- changed to use LM_BLOCK macros
		int			smax, tmax;

		smax = (surf->extents[0]>>4)+1;
		tmax = (surf->extents[1]>>4)+1;

		R_BuildLightMap( surf, (void *)temp, smax*4 );
		if ( ( surf->styles[map] >= 32 || surf->styles[map] == 0 ) && ( surf->dlightframe != r_framecount ) )
		{
			R_SetCacheState( surf );
			GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + surf->lightmaptexturenum );
			lmtex = surf->lightmaptexturenum;
		}
		else
		{
			GL_MBind( GL_TEXTURE1, gl_state.lightmap_textures + 0 );
			lmtex = 0;
		}

		qglTexSubImage2D( GL_TEXTURE_2D, 0,
						  surf->light_s, surf->light_t, 
						  smax, tmax, 
						  gl_lms.external_format,
						  gl_lms.type, temp );
		//				  GL_LIGHTMAP_FORMAT, 
		//				  GL_LIGHTMAP_TYPE, temp );
	}
#endif	// BATCH_LM_UPDATES

	c_brush_polys++;

	// Knighmare- Alpha test flag
	if (surf->texinfo->flags & SURF_ALPHATEST)
		qglEnable (GL_ALPHA_TEST);

	GL_MBind( gl_texture0, image->texnum );
	GL_MBind( gl_texture1, gl_state.lightmap_textures + lmtex );

	if (surf->texinfo->flags & SURF_FLOWING)
	{
		scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) );
		if (scroll == 0.0)
			scroll = -64.0;
	}
	else
		scroll = 0.0f;

	for ( p = surf->polys; p; p = p->chain )
	{
		v = p->verts[0];
		qglBegin (GL_POLYGON);
		for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
		{
			qglMultiTexCoord2f (gl_texture0, (v[3]+scroll), v[4]);
			qglMultiTexCoord2f (gl_texture1, v[5], v[6]);
			qglVertex3fv (v);
		}
		qglEnd ();
	}

	qglDisable (GL_ALPHA_TEST); // Knightmare- Alpha test flag
}


/*
=================
R_DrawInlineBModel
=================
*/
void R_DrawInlineBModel (void)
{
	int			i, k;
	cplane_t	*pplane;
	float		dot;
	msurface_t	*psurf, *s;
	image_t		*image;
	dlight_t	*lt;
	qboolean	duplicate;

	// calculate dynamic lighting for bmodel
	if ( !gl_flashblend->value )
	{
		lt = r_newrefdef.dlights;
		// special method for models with rotation
		if (currententity->angles[0] || currententity->angles[1] || currententity->angles[2])
		{
			vec3_t temp;
			vec3_t forward, right, up;
			AngleVectors (currententity->angles, forward, right, up);
			for (k=0; k<r_newrefdef.num_dlights; k++, lt++)
			{
				VectorSubtract (lt->origin, currententity->origin, temp);
				lt->origin[0] = DotProduct (temp, forward);
				lt->origin[1] = -DotProduct (temp, right);
				lt->origin[2] = DotProduct (temp, up);
				R_MarkLights (lt, 1<<k, currentmodel->nodes + currentmodel->firstnode);
				VectorAdd (temp, currententity->origin, lt->origin);
			}
		} 
		else
		{
			for (k=0 ; k<r_newrefdef.num_dlights ; k++, lt++)
			{	
				VectorSubtract (lt->origin, currententity->origin, lt->origin);	// factor in entity origin
				R_MarkLights (lt, 1<<k, currentmodel->nodes + currentmodel->firstnode);
				VectorAdd (lt->origin, currententity->origin, lt->origin);	// factor in entity origin
			}
		}
	}

#if 0	// Knightmare- removed this
	psurf = &currentmodel->surfaces[currentmodel->firstmodelsurface];

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		qglEnable (GL_BLEND);
		qglColor4f (1,1,1,0.25);
		GL_TexEnv( GL_MODULATE );
	}
#endif

	//
	// draw texture
	//
	psurf = &currentmodel->surfaces[currentmodel->firstmodelsurface];
	for (i=0 ; i<currentmodel->nummodelsurfaces ; i++, psurf++)
	{
	// find which side of the node we are on
		pplane = psurf->plane;

		dot = DotProduct (modelorg, pplane->normal) - pplane->dist;

		// draw the polygon
		if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
			(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
		{

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
			if ( gl_config.multitexture && ( r_fullbright->value == 0 ) 
				&& !(psurf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
				R_UpdateSurfaceLightmap (psurf);
#endif

			psurf->entity = NULL; // Knightmare- entity pointer
			if (psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) )
			{	// add to the translucent chain
				// if bmodel is used by multiple entities, adding surface
				// to linked list more than once would result in an infinite loop
				duplicate = false;
				for (s = r_alpha_surfaces; s; s = s->texturechain)
					if (s == psurf) {
						duplicate = true;
						break;
					}
				if (!duplicate) // Don't allow surface to be added twice (fixes hang)
				{
					psurf->texturechain = r_alpha_surfaces;
					r_alpha_surfaces = psurf;
					psurf->entity = currententity; // Knightmare- entity pointer to support movement
				}
			}
#if 0	// Knightmare- removed this
			else if ( gl_config.multitexture && !( psurf->flags & SURF_DRAWTURB ) )
			{
				R_RenderLightmappedPoly( psurf );
			}
			else
			{
				GL_EnableMultitexture (false);
				R_RenderBrushPoly (psurf);
				GL_EnableMultitexture (true);
			}

			// Knightmare- GuyP's gl_showtris fix
			if ( !(psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) )
				R_DrawTriangleOutlines (psurf, gl_config.multitexture, false);
#endif
			else	// Knightmare- add to texturechain
			{
				image = R_TextureAnimation (psurf); // was surf->texinfo
				psurf->texturechain = image->texturechain;
				image->texturechain = psurf;
			}
		}
	}

	// Knightmare- draw using texturechains
	if (currententity->flags & RF_TRANSLUCENT)
	{
		qglEnable (GL_BLEND);
		qglColor4f (1,1,1,0.25);
		GL_TexEnv( GL_MODULATE );
	}

	R_DrawTextureChains ();
	// end Knightmare

	if ( !(currententity->flags & RF_TRANSLUCENT) )
	{
		if (!gl_config.multitexture)
			R_BlendLightmaps ();
	}
	else
	{
		qglDisable (GL_BLEND);
		qglColor4f (1,1,1,1);
		GL_TexEnv( GL_REPLACE );
	}
}

/*
=================
R_DrawBrushModel
=================
*/
void R_DrawBrushModel (entity_t *e)
{
	vec3_t		mins, maxs;
	int			i;
	qboolean	rotated;

	if (currentmodel->nummodelsurfaces == 0)
		return;

	currententity = e;
	gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;

	if (e->angles[0] || e->angles[1] || e->angles[2])
	{
		rotated = true;
		for (i=0 ; i<3 ; i++)
		{
			mins[i] = e->origin[i] - currentmodel->radius;
			maxs[i] = e->origin[i] + currentmodel->radius;
		}
	}
	else
	{
		rotated = false;
		VectorAdd (e->origin, currentmodel->mins, mins);
		VectorAdd (e->origin, currentmodel->maxs, maxs);
	}

	if (R_CullBox (mins, maxs))
		return;

	qglColor3f (1,1,1);
	memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));

	VectorSubtract (r_newrefdef.vieworg, e->origin, modelorg);
	if (rotated)
	{
		vec3_t	temp;
		vec3_t	forward, right, up;

		VectorCopy (modelorg, temp);
		AngleVectors (e->angles, forward, right, up);
		modelorg[0] = DotProduct (temp, forward);
		modelorg[1] = -DotProduct (temp, right);
		modelorg[2] = DotProduct (temp, up);
	}

    qglPushMatrix ();
	e->angles[0] = -e->angles[0];	// stupid quake bug
	e->angles[2] = -e->angles[2];	// stupid quake bug
	R_RotateForEntity (e, true);
	e->angles[0] = -e->angles[0];	// stupid quake bug
	e->angles[2] = -e->angles[2];	// stupid quake bug

#if 0	// Knightmare- removed this
	GL_EnableMultitexture (true);
	GL_SelectTexture (gl_texture0);
	GL_TexEnv (GL_REPLACE);
	GL_SelectTexture (gl_texture1);
	if (gl_lightmap->value)	// Knightmare- show lightmaps on bmodels, too
		GL_TexEnv (GL_REPLACE);
	else 
		GL_TexEnv (GL_MODULATE);
#endif

	R_DrawInlineBModel ();

#if 0	// Knightmare- removed this
	GL_EnableMultitexture (false);
#endif

	qglPopMatrix ();
}

/*
=============================================================

	WORLD MODEL

=============================================================
*/

/*
================
R_RecursiveWorldNode
================
*/
void R_RecursiveWorldNode (mnode_t *node)
{
	int			c, side, sidebit;
	cplane_t	*plane;
	msurface_t	*surf, **mark;
	mleaf_t		*pleaf;
	float		dot;
	image_t		*image;

	if (node->contents == CONTENTS_SOLID)
		return;		// solid

	if (node->visframe != r_visframecount)
		return;
	if (R_CullBox (node->minmaxs, node->minmaxs+3))
		return;
	
// if a leaf node, draw stuff
	if (node->contents != -1)
	{
		pleaf = (mleaf_t *)node;

		// check for door connected areas
		if (r_newrefdef.areabits)
		{
			if (! (r_newrefdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
				return;		// not visible
		}

		mark = pleaf->firstmarksurface;
		c = pleaf->nummarksurfaces;

		if (c)
		{
			do
			{
				(*mark)->visframe = r_framecount;
				mark++;
			} while (--c);
		}

		return;
	}

// node is just a decision point, so go down the apropriate sides

// find which side of the node we are on
	plane = node->plane;

	switch (plane->type)
	{
	case PLANE_X:
		dot = modelorg[0] - plane->dist;
		break;
	case PLANE_Y:
		dot = modelorg[1] - plane->dist;
		break;
	case PLANE_Z:
		dot = modelorg[2] - plane->dist;
		break;
	default:
		dot = DotProduct (modelorg, plane->normal) - plane->dist;
		break;
	}

	if (dot >= 0)
	{
		side = 0;
		sidebit = 0;
	}
	else
	{
		side = 1;
		sidebit = SURF_PLANEBACK;
	}

// recurse down the children, front side first
	R_RecursiveWorldNode (node->children[side]);

	// draw stuff
	for ( c = node->numsurfaces, surf = r_worldmodel->surfaces + node->firstsurface; c ; c--, surf++)
	{
		if (surf->visframe != r_framecount)
			continue;

		if ( (surf->flags & SURF_PLANEBACK) != sidebit )
			continue;		// wrong side

		surf->entity = NULL; // Knightmare- entity pointer

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
		if ( gl_config.multitexture && ( r_fullbright->value == 0 ) && 
			!(surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
			R_UpdateSurfaceLightmap (surf);
#endif

		if (surf->texinfo->flags & SURF_SKY)
		{	// just adds to visible sky bounds
			R_AddSkySurface (surf);
		}
		else if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66))
		{	// add to the translucent chain
			surf->texturechain = r_alpha_surfaces;
			r_alpha_surfaces = surf;
		}
		else
		{
			// Knightmare- removed this, draw these surfaces AFTER traversing BSP tree!
		/*	if ( gl_config.multitexture && !( surf->flags & SURF_DRAWTURB ) )
			{
				R_RenderLightmappedPoly (surf);
			}
			else*/
			{
				// the polygon is visible, so add it to the texture
				// sorted chain
				// FIXME: this is a hack for animation
				image = R_TextureAnimation (surf); // was surf->texinfo
				surf->texturechain = image->texturechain;
				image->texturechain = surf;
			}

			// Knightmare- GuyP's gl_showtris fix
		//	if (gl_config.multitexture)
		//		R_DrawTriangleOutlines (surf, true, false);
		}
	}

	// recurse down the back side
	R_RecursiveWorldNode (node->children[!side]);
}


/*
=============
R_DrawWorld
=============
*/
void R_DrawWorld (void)
{
	entity_t	ent;

	if (!r_drawworld->value)
		return;

	if ( r_newrefdef.rdflags & RDF_NOWORLDMODEL )
		return;

	currentmodel = r_worldmodel;

	VectorCopy (r_newrefdef.vieworg, modelorg);

	// auto cycle the world frame for texture animation
	memset (&ent, 0, sizeof(ent));
	// Knightmare- added r_worldframe for trans animations
	ent.frame = r_worldframe = (int)(r_newrefdef.time*2);
	currententity = &ent;

	gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;

	qglColor3f (1,1,1);
	memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
	R_ClearSkyBox ();

#if 0	// Knightmare removed
	if (gl_config.multitexture)
	{
		GL_EnableMultitexture( true );

		GL_SelectTexture (gl_texture0);
		GL_TexEnv (GL_REPLACE);
		GL_SelectTexture (gl_texture1);
		if (gl_lightmap->value)
			GL_TexEnv (GL_REPLACE);
		else 
			GL_TexEnv (GL_MODULATE);

		R_RecursiveWorldNode (r_worldmodel->nodes);

		GL_EnableMultitexture (false);
	}
	else
#endif
	R_RecursiveWorldNode (r_worldmodel->nodes);

	/*
	** theoretically nothing should happen in the next two functions
	** if multitexture is enabled
	*/
	// Knightmare- R_DrawTextureChains is now used in multitexture mode
	R_DrawTextureChains ();
	R_BlendLightmaps ();
	
	R_DrawSkyBox ();

	// Knightmare- GuyP's gl_showtris fix
	if (!gl_config.multitexture)
		R_DrawTriangleOutlines (NULL, false, false);
}


/*
===============
R_MarkLeaves

Mark the leaves and nodes that are in the PVS for the current
cluster
===============
*/
void R_MarkLeaves (void)
{
	byte	*vis;
	byte	fatvis[MAX_MAP_LEAFS/8];
	mnode_t	*node;
	int		i, c;
	mleaf_t	*leaf;
	int		cluster;

	if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2 && !r_novis->value && r_viewcluster != -1)
		return;

	// development aid to let you run around and see exactly where
	// the pvs ends
	if (gl_lockpvs->value)
		return;

	r_visframecount++;
	r_oldviewcluster = r_viewcluster;
	r_oldviewcluster2 = r_viewcluster2;

	if (r_novis->value || r_viewcluster == -1 || !r_worldmodel->vis)
	{
		// mark everything
		for (i=0 ; i<r_worldmodel->numleafs ; i++)
			r_worldmodel->leafs[i].visframe = r_visframecount;
		for (i=0 ; i<r_worldmodel->numnodes ; i++)
			r_worldmodel->nodes[i].visframe = r_visframecount;
		return;
	}

	vis = Mod_ClusterPVS (r_viewcluster, r_worldmodel);
	// may have to combine two clusters because of solid water boundaries
	if (r_viewcluster2 != r_viewcluster)
	{
		memcpy (fatvis, vis, (r_worldmodel->numleafs+7)/8);
		vis = Mod_ClusterPVS (r_viewcluster2, r_worldmodel);
		c = (r_worldmodel->numleafs+31)/32;
		for (i=0 ; i<c ; i++)
			((int *)fatvis)[i] |= ((int *)vis)[i];
		vis = fatvis;
	}
	
	for (i=0,leaf=r_worldmodel->leafs ; i<r_worldmodel->numleafs ; i++, leaf++)
	{
		cluster = leaf->cluster;
		if (cluster == -1)
			continue;
		if (vis[cluster>>3] & (1<<(cluster&7)))
		{
			node = (mnode_t *)leaf;
			do
			{
				if (node->visframe == r_visframecount)
					break;
				node->visframe = r_visframecount;
				node = node->parent;
			} while (node);
		}
	}

#if 0
	for (i=0 ; i<r_worldmodel->vis->numclusters ; i++)
	{
		if (vis[i>>3] & (1<<(i&7)))
		{
			node = (mnode_t *)&r_worldmodel->leafs[i];	// FIXME: cluster
			do
			{
				if (node->visframe == r_visframecount)
					break;
				node->visframe = r_visframecount;
				node = node->parent;
			} while (node);
		}
	}
#endif
}



/*
=============================================================================

  LIGHTMAP ALLOCATION

=============================================================================
*/

static void LM_InitBlock( void )
{
	memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated ) );

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
	// alloc lightmap update buffer if needed
	if (!gl_lms.lightmap_update[gl_lms.current_lightmap_texture]) {
	//	gl_lms.lightmap_update[gl_lms.current_lightmap_texture] = Z_Malloc (LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES);
		gl_lms.lightmap_update[gl_lms.current_lightmap_texture] = malloc (LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES);
		memset (gl_lms.lightmap_update[gl_lms.current_lightmap_texture], 0, LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES);
	}
#endif	// BATCH_LM_UPDATES
}

static void LM_UploadBlock( qboolean dynamic )
{
	int texture;
	int height = 0;

	if ( dynamic )
	{
		texture = 0;
	}
	else
	{
		texture = gl_lms.current_lightmap_texture;
	}

	GL_Bind( gl_state.lightmap_textures + texture );
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	if ( dynamic )
	{
		int i;

		for ( i = 0; i < LM_BLOCK_WIDTH; i++ )
		{
			if ( gl_lms.allocated[i] > height )
				height = gl_lms.allocated[i];
		}

		qglTexSubImage2D( GL_TEXTURE_2D, 
						  0,
						  0, 0,
						  LM_BLOCK_WIDTH, height,
						  gl_lms.external_format,
						  gl_lms.type,
		//				  GL_LIGHTMAP_FORMAT,
		//				  GL_LIGHTMAP_TYPE,
						  gl_lms.lightmap_buffer );
	}
	else
	{
		qglTexImage2D( GL_TEXTURE_2D, 
					   0, 
					   gl_lms.internal_format,
					   LM_BLOCK_WIDTH, LM_BLOCK_HEIGHT, 
					   0, 
					   gl_lms.external_format,
					   gl_lms.type,
		//			   GL_LIGHTMAP_FORMAT, 
		//			   GL_LIGHTMAP_TYPE, 
// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
					   gl_lms.lightmap_update[gl_lms.current_lightmap_texture] );
#else
					   gl_lms.lightmap_buffer );
#endif	// BATCH_LM_UPDATES
		if ( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS )
			ri.Sys_Error( ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n" );
	}
}

// returns a texture number and the position inside it
static qboolean LM_AllocBlock (int w, int h, int *x, int *y)
{
	int		i, j;
	int		best, best2;

	best = LM_BLOCK_HEIGHT;

	for (i=0; i<LM_BLOCK_WIDTH-w; i++)
	{
		best2 = 0;

		for (j=0 ; j<w ; j++)
		{
			if (gl_lms.allocated[i+j] >= best)
				break;
			if (gl_lms.allocated[i+j] > best2)
				best2 = gl_lms.allocated[i+j];
		}
		if (j == w)
		{	// this is a valid spot
			*x = i;
			*y = best = best2;
		}
	}

	if (best + h > LM_BLOCK_HEIGHT)
		return false;

	for (i=0 ; i<w ; i++)
		gl_lms.allocated[*x + i] = best + h;

	return true;
}

/*
================
GL_BuildPolygonFromSurface
================
*/
void GL_BuildPolygonFromSurface(msurface_t *fa)
{
	int			i, lindex, lnumverts;
	medge_t		*pedges, *r_pedge;
	int			vertpage;
	float		*vec;
	float		s, t;
	glpoly_t	*poly;
	vec3_t		total;

// reconstruct the polygon
	pedges = currentmodel->edges;
	lnumverts = fa->numedges;
	vertpage = 0;

	VectorClear (total);
	//
	// draw texture
	//
	poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
	poly->next = fa->polys;
	poly->flags = fa->flags;
	fa->polys = poly;
	poly->numverts = lnumverts;

	for (i=0 ; i<lnumverts ; i++)
	{
		lindex = currentmodel->surfedges[fa->firstedge + i];

		if (lindex > 0)
		{
			r_pedge = &pedges[lindex];
			vec = currentmodel->vertexes[r_pedge->v[0]].position;
		}
		else
		{
			r_pedge = &pedges[-lindex];
			vec = currentmodel->vertexes[r_pedge->v[1]].position;
		}
		s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
		s /= fa->texinfo->image->width;

		t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
		t /= fa->texinfo->image->height;

		VectorAdd (total, vec, total);
		VectorCopy (vec, poly->verts[i]);
		poly->verts[i][3] = s;
		poly->verts[i][4] = t;

		//
		// lightmap texture coordinates
		//
		s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
		s -= fa->texturemins[0];
		s += fa->light_s*16;
		s += 8;
		s /= LM_BLOCK_WIDTH*16; //fa->texinfo->texture->width;

		t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
		t -= fa->texturemins[1];
		t += fa->light_t*16;
		t += 8;
		t /= LM_BLOCK_HEIGHT*16; //fa->texinfo->texture->height;

		poly->verts[i][5] = s;
		poly->verts[i][6] = t;
	}

	poly->numverts = lnumverts;

}

/*
========================
GL_CreateSurfaceLightmap
========================
*/
void GL_CreateSurfaceLightmap (msurface_t *surf)
{
	int			smax, tmax;
	unsigned	*base;

	if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
		return;

	smax = (surf->extents[0]>>4)+1;
	tmax = (surf->extents[1]>>4)+1;

	if ( !LM_AllocBlock( smax, tmax, &surf->light_s, &surf->light_t ) )
	{
		LM_UploadBlock( false );
		LM_InitBlock();
		if ( !LM_AllocBlock( smax, tmax, &surf->light_s, &surf->light_t ) )
		{
			ri.Sys_Error( ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed\n", smax, tmax );
		}
	}
	surf->lightmaptexturenum = gl_lms.current_lightmap_texture;

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
	base = gl_lms.lightmap_update[surf->lightmaptexturenum];
#else
	base = gl_lms.lightmap_buffer;
#endif	// BATCH_LM_UPDATES

	base += (surf->light_t * LM_BLOCK_WIDTH + surf->light_s);	// * LIGHTMAP_BYTES;

	R_SetCacheState( surf );
	R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES);
}


/*
==================
GL_BeginBuildingLightmaps

==================
*/
void GL_BeginBuildingLightmaps (model_t *m)
{
	static lightstyle_t	lightstyles[MAX_LIGHTSTYLES];
	int				i;
	unsigned		dummy[128*128];

	memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) );

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
	// free lightmap update buffers
	for (i=0; i<MAX_LIGHTMAPS; i++)
	{
		if (gl_lms.lightmap_update[i])
		//	Z_Free(gl_lms.lightmap_update[i]);
			free(gl_lms.lightmap_update[i]);
		gl_lms.lightmap_update[i] = NULL;
		gl_lms.modified[i] = false;
		gl_lms.lightrect[i].left = LM_BLOCK_WIDTH;
		gl_lms.lightrect[i].right = 0;
		gl_lms.lightrect[i].top = LM_BLOCK_HEIGHT;
		gl_lms.lightrect[i].bottom = 0;
	}
#endif	// BATCH_LM_UPDATES
// end Knightmare

	r_framecount = 1;		// no dlightcache

	GL_EnableMultitexture( true );
	GL_SelectTexture( GL_TEXTURE1);

	/*
	** setup the base lightstyles so the lightmaps won't have to be regenerated
	** the first time they're seen
	*/
	for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
	{
		lightstyles[i].rgb[0] = 1;
		lightstyles[i].rgb[1] = 1;
		lightstyles[i].rgb[2] = 1;
		lightstyles[i].white = 3;
	}
	r_newrefdef.lightstyles = lightstyles;

	if (!gl_state.lightmap_textures)
	{
		gl_state.lightmap_textures	= TEXNUM_LIGHTMAPS;
//		gl_state.lightmap_textures	= gl_state.texture_extension_number;
//		gl_state.texture_extension_number = gl_state.lightmap_textures + MAX_LIGHTMAPS;
	}

	gl_lms.current_lightmap_texture = 1;

// Knightmare- added for lightmap update batching
#ifdef BATCH_LM_UPDATES
	// alloc lightmap update buffer if needed
	if (!gl_lms.lightmap_update[gl_lms.current_lightmap_texture]) {
	//	gl_lms.lightmap_update[gl_lms.current_lightmap_texture] = Z_Malloc (LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES);
		gl_lms.lightmap_update[gl_lms.current_lightmap_texture] = malloc (LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES);
		memset (gl_lms.lightmap_update[gl_lms.current_lightmap_texture], 0, LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES);
	}
#endif	// BATCH_LM_UPDATES

	/*
	** if mono lightmaps are enabled and we want to use alpha
	** blending (a,1-a) then we're likely running on a 3DLabs
	** Permedia2.  In a perfect world we'd use a GL_ALPHA lightmap
	** in order to conserve space and maximize bandwidth, however 
	** this isn't a perfect world.
	**
	** So we have to use alpha lightmaps, but stored in GL_RGBA format,
	** which means we only get 1/16th the color resolution we should when
	** using alpha lightmaps.  If we find another board that supports
	** only alpha lightmaps but that can at least support the GL_ALPHA
	** format then we should change this code to use real alpha maps.
	*/

	// Knightmare- old internal formats for compatibility with older GPUs/drivers
	if ( !gl_config.newTexFormat )
	{
		if ( toupper( gl_monolightmap->string[0] ) == 'A' )
		{
			gl_lms.internal_format = gl_tex_alpha_format;
		}
		// try to do hacked colored lighting with a blended texture
		else if ( toupper( gl_monolightmap->string[0] ) == 'C' )
		{
			gl_lms.internal_format = gl_tex_alpha_format;
		}
		else if ( toupper( gl_monolightmap->string[0] ) == 'I' )
		{
			gl_lms.internal_format = GL_INTENSITY8;
		}
		else if ( toupper( gl_monolightmap->string[0] ) == 'L' ) 
		{
			gl_lms.internal_format = GL_LUMINANCE8;
		}
		else
		{
			gl_lms.internal_format = gl_tex_solid_format;
		}

		gl_lms.external_format = GL_RGBA;
		gl_lms.type = GL_UNSIGNED_BYTE;
	}
	else
	{
		if ( toupper( gl_monolightmap->string[0] ) == 'I' )
			gl_lms.internal_format = GL_INTENSITY8;
		else if ( toupper( gl_monolightmap->string[0] ) == 'L' ) 
			gl_lms.internal_format = GL_LUMINANCE8;
		else
			gl_lms.internal_format = GL_RGBA8;

		gl_lms.external_format = GL_BGRA;
		gl_lms.type = GL_UNSIGNED_INT_8_8_8_8_REV;
	}
	// end Knightmare	

	/*
	** initialize the dynamic lightmap texture
	*/
	GL_Bind( gl_state.lightmap_textures + 0 );
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	qglTexImage2D( GL_TEXTURE_2D, 
				   0, 
				   gl_lms.internal_format,
				   LM_BLOCK_WIDTH, LM_BLOCK_HEIGHT, 
				   0, 
				   gl_lms.external_format,
				   gl_lms.type,
	//			   GL_LIGHTMAP_FORMAT, 
	//			   GL_LIGHTMAP_TYPE, 
				   dummy );
}

/*
=======================
GL_EndBuildingLightmaps
=======================
*/
void GL_EndBuildingLightmaps (void)
{
	LM_UploadBlock( false );
	GL_EnableMultitexture( false );
}

