2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // r_surf.c: surface-related refresh code
26 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
27 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
28 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
29 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
30 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
36 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
41 int smax, tmax, i, size, size3, maps, l;
43 unsigned char *lightmap, *out, *stain;
44 dp_model_t *model = ent->model;
46 unsigned char *templight;
48 smax = (surface->lightmapinfo->extents[0]>>4)+1;
49 tmax = (surface->lightmapinfo->extents[1]>>4)+1;
53 r_refdef.stats.lightmapupdatepixels += size;
54 r_refdef.stats.lightmapupdates++;
56 if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
58 cl.buildlightmapmemorysize = size*sizeof(int[3]);
59 if (cl.buildlightmapmemory)
60 Mem_Free(cl.buildlightmapmemory);
61 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
64 // these both point at the same buffer, templight is only used for final
65 // processing and can replace the intblocklights data as it goes
66 intblocklights = (int *)cl.buildlightmapmemory;
67 templight = (unsigned char *)cl.buildlightmapmemory;
69 // update cached lighting info
70 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
72 lightmap = surface->lightmapinfo->samples;
74 // set to full bright if no light data
76 if (!model->brushq1.lightdata)
78 for (i = 0;i < size3;i++)
84 memset(bl, 0, size3*sizeof(*bl));
86 // add all the lightmaps
88 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
89 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
90 bl[i] += lightmap[i] * scale;
93 stain = surface->lightmapinfo->stainsamples;
96 // the >> 16 shift adjusts down 8 bits to account for the stainmap
97 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
98 // be doubled during rendering to achieve 2x overbright
99 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
102 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
104 l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
105 l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
106 l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
112 for (i = 0;i < size;i++, bl += 3, out += 4)
114 l = bl[0] >> 8;out[2] = min(l, 255);
115 l = bl[1] >> 8;out[1] = min(l, 255);
116 l = bl[2] >> 8;out[0] = min(l, 255);
121 R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
123 // update the surface's deluxemap if it has one
124 if (surface->deluxemaptexture != r_texture_blanknormalmap)
127 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
128 lightmap = surface->lightmapinfo->samples;
129 // clear to no normalmap
131 memset(bl, 0, size3*sizeof(*bl));
132 // add all the normalmaps
133 if (lightmap && normalmap)
135 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
137 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
139 // add the normalmap with weighting proportional to the style's lightmap intensity
140 l = (int)(VectorLength(lightmap + i*3) * scale);
141 bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
142 bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
143 bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
149 // we simply renormalize the weighted normals to get a valid deluxemap
150 for (i = 0;i < size;i++, bl += 3, out += 4)
154 l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
155 l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
156 l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
159 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
163 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
165 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
166 msurface_t *surface, *endsurface;
167 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
171 maxdist = radius * radius;
172 invradius = 1.0f / radius;
177 ndist = PlaneDiff(origin, node->plane);
180 node = node->children[0];
185 node = node->children[1];
189 dist2 = ndist * ndist;
190 maxdist3 = maxdist - dist2;
192 if (node->plane->type < 3)
194 VectorCopy(origin, impact);
195 impact[node->plane->type] -= ndist;
199 impact[0] = origin[0] - node->plane->normal[0] * ndist;
200 impact[1] = origin[1] - node->plane->normal[1] * ndist;
201 impact[2] = origin[2] - node->plane->normal[2] * ndist;
204 for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
206 if (surface->lightmapinfo->stainsamples)
208 smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
209 tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
211 impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
212 impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
214 s = bound(0, impacts, smax * 16) - impacts;
215 t = bound(0, impactt, tmax * 16) - impactt;
216 i = (int)(s * s + t * t + dist2);
217 if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
220 // reduce calculations
221 for (s = 0, i = impacts; s < smax; s++, i -= 16)
222 sdtable[s] = i * i + dist2;
224 bl = surface->lightmapinfo->stainsamples;
229 for (t = 0;t < tmax;t++, i -= 16)
232 // make sure some part of it is visible on this line
235 maxdist2 = maxdist - td;
236 for (s = 0;s < smax;s++)
238 if (sdtable[s] < maxdist2)
240 ratio = lhrandom(0.0f, 1.0f);
241 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
242 if (a >= (1.0f / 64.0f))
246 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
247 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
248 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
258 // force lightmap upload
260 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
264 if (node->children[0]->plane)
266 if (node->children[1]->plane)
268 R_StainNode(node->children[0], model, origin, radius, fcolor);
269 node = node->children[1];
274 node = node->children[0];
278 else if (node->children[1]->plane)
280 node = node->children[1];
285 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)
289 entity_render_t *ent;
292 if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
297 fcolor[3] = ca1 * (1.0f / 64.0f);
298 fcolor[4] = cr2 - cr1;
299 fcolor[5] = cg2 - cg1;
300 fcolor[6] = cb2 - cb1;
301 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
303 R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
305 // look for embedded bmodels
306 for (n = 0;n < cl.num_brushmodel_entities;n++)
308 ent = &cl.entities[cl.brushmodel_entities[n]].render;
310 if (model && model->name[0] == '*')
312 if (model->brush.data_nodes)
314 Matrix4x4_Transform(&ent->inversematrix, origin, org);
315 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
323 =============================================================
327 =============================================================
330 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
332 // due to the hacky nature of this function's parameters, this is never
333 // called with a batch, so numsurfaces is always 1, and the surfacelist
334 // contains only a leaf number for coloring purposes
335 const mportal_t *portal = (mportal_t *)ent;
339 float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
341 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
344 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
346 GL_CullFace(GL_NONE);
347 R_EntityMatrix(&identitymatrix);
349 numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
351 R_Mesh_VertexPointer(vertex3f, 0, 0);
352 R_Mesh_ColorPointer(NULL, 0, 0);
353 R_Mesh_ResetTextureState();
354 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
356 isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
358 i = surfacelist[0] >> 1;
359 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
362 isvis ? 0.125f : 0.03125f);
363 for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
364 VectorCopy(portal->points[i].position, v);
365 R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
368 // LordHavoc: this is just a nice debugging tool, very slow
369 void R_DrawPortals(void)
374 dp_model_t *model = r_refdef.scene.worldmodel;
377 for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
379 if (r_refdef.viewcache.world_leafvisible[leafnum])
381 //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
382 for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
384 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
385 if (!R_CullBox(portal->mins, portal->maxs))
388 for (i = 0;i < portal->numpoints;i++)
389 VectorAdd(center, portal->points[i].position, center);
390 f = ixtable[portal->numpoints];
391 VectorScale(center, f, center);
392 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
399 void R_View_WorldVisibility(qboolean forcenovis)
404 dp_model_t *model = r_refdef.scene.worldmodel;
409 if (r_refdef.view.usecustompvs)
411 // clear the visible surface and leaf flags arrays
412 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
413 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
414 r_refdef.viewcache.world_novis = false;
416 // simply cull each marked leaf to the frustum (view pyramid)
417 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
419 // if leaf is in current pvs and on the screen, mark its surfaces
420 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
422 r_refdef.stats.world_leafs++;
423 r_refdef.viewcache.world_leafvisible[j] = true;
424 if (leaf->numleafsurfaces)
425 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
426 r_refdef.viewcache.world_surfacevisible[*mark] = true;
432 // if possible find the leaf the view origin is in
433 viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
434 // if possible fetch the visible cluster bits
435 if (!r_lockpvs.integer && model->brush.FatPVS)
436 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
438 if (!r_lockvisibility.integer)
440 // clear the visible surface and leaf flags arrays
441 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
442 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
444 r_refdef.viewcache.world_novis = false;
446 // if floating around in the void (no pvs data available, and no
447 // portals available), simply use all on-screen leafs.
448 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
450 // no visibility method: (used when floating around in the void)
451 // simply cull each leaf to the frustum (view pyramid)
452 // similar to quake's RecursiveWorldNode but without cache misses
453 r_refdef.viewcache.world_novis = true;
454 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
456 // if leaf is in current pvs and on the screen, mark its surfaces
457 if (!R_CullBox(leaf->mins, leaf->maxs))
459 r_refdef.stats.world_leafs++;
460 r_refdef.viewcache.world_leafvisible[j] = true;
461 if (leaf->numleafsurfaces)
462 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
463 r_refdef.viewcache.world_surfacevisible[*mark] = true;
467 // just check if each leaf in the PVS is on screen
468 // (unless portal culling is enabled)
469 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
472 // simply check if each leaf is in the Potentially Visible Set,
473 // and cull to frustum (view pyramid)
474 // similar to quake's RecursiveWorldNode but without cache misses
475 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
477 // if leaf is in current pvs and on the screen, mark its surfaces
478 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
480 r_refdef.stats.world_leafs++;
481 r_refdef.viewcache.world_leafvisible[j] = true;
482 if (leaf->numleafsurfaces)
483 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
484 r_refdef.viewcache.world_surfacevisible[*mark] = true;
488 // if desired use a recursive portal flow, culling each portal to
489 // frustum and checking if the leaf the portal leads to is in the pvs
494 mleaf_t *leafstack[8192];
495 // simple-frustum portal method:
496 // follows portals leading outward from viewleaf, does not venture
497 // offscreen or into leafs that are not visible, faster than
498 // Quake's RecursiveWorldNode and vastly better in unvised maps,
499 // often culls some surfaces that pvs alone would miss
500 // (such as a room in pvs that is hidden behind a wall, but the
501 // passage leading to the room is off-screen)
502 leafstack[0] = viewleaf;
506 leaf = leafstack[--leafstackpos];
507 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
509 r_refdef.stats.world_leafs++;
510 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
511 // mark any surfaces bounding this leaf
512 if (leaf->numleafsurfaces)
513 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
514 r_refdef.viewcache.world_surfacevisible[*mark] = true;
515 // follow portals into other leafs
517 // if viewer is behind portal (portal faces outward into the scene)
518 // and the portal polygon's bounding box is on the screen
519 // and the leaf has not been visited yet
520 // and the leaf is visible in the pvs
521 // (the first two checks won't cause as many cache misses as the leaf checks)
522 for (p = leaf->portals;p;p = p->next)
524 r_refdef.stats.world_portals++;
525 if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
526 && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
527 && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
528 && !R_CullBox(p->mins, p->maxs)
529 && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
530 leafstack[leafstackpos++] = p->past;
537 void R_Q1BSP_DrawSky(entity_render_t *ent)
539 if (ent->model == NULL)
541 if (ent == r_refdef.scene.worldentity)
542 R_DrawWorldSurfaces(true, true, false, false, false);
544 R_DrawModelSurfaces(ent, true, true, false, false, false);
547 extern void R_Water_AddWaterPlane(msurface_t *surface);
548 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
551 dp_model_t *model = ent->model;
552 msurface_t *surfaces;
556 if (ent == r_refdef.scene.worldentity)
557 RSurf_ActiveWorldEntity();
559 RSurf_ActiveModelEntity(ent, false, false, false);
561 surfaces = model->data_surfaces;
562 flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
564 // add visible surfaces to draw list
565 if (ent == r_refdef.scene.worldentity)
567 for (i = 0;i < model->nummodelsurfaces;i++)
569 j = model->sortedmodelsurfaces[i];
570 if (r_refdef.viewcache.world_surfacevisible[j])
571 if (surfaces[j].texture->basematerialflags & flagsmask)
572 R_Water_AddWaterPlane(surfaces + j);
577 for (i = 0;i < model->nummodelsurfaces;i++)
579 j = model->sortedmodelsurfaces[i];
580 if (surfaces[j].texture->basematerialflags & flagsmask)
581 R_Water_AddWaterPlane(surfaces + j);
584 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
587 void R_Q1BSP_Draw(entity_render_t *ent)
589 dp_model_t *model = ent->model;
592 if (ent == r_refdef.scene.worldentity)
593 R_DrawWorldSurfaces(false, true, false, false, false);
595 R_DrawModelSurfaces(ent, false, true, false, false, false);
598 void R_Q1BSP_DrawDepth(entity_render_t *ent)
600 dp_model_t *model = ent->model;
603 GL_ColorMask(0,0,0,0);
606 GL_BlendFunc(GL_ONE, GL_ZERO);
609 R_Mesh_ColorPointer(NULL, 0, 0);
610 R_Mesh_ResetTextureState();
611 R_SetupShader_DepthOrShadow();
612 if (ent == r_refdef.scene.worldentity)
613 R_DrawWorldSurfaces(false, false, true, false, false);
615 R_DrawModelSurfaces(ent, false, false, true, false, false);
616 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
619 void R_Q1BSP_DrawDebug(entity_render_t *ent)
621 if (ent->model == NULL)
623 if (ent == r_refdef.scene.worldentity)
624 R_DrawWorldSurfaces(false, false, false, true, false);
626 R_DrawModelSurfaces(ent, false, false, false, true, false);
629 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
631 dp_model_t *model = ent->model;
634 if (ent == r_refdef.scene.worldentity)
635 R_DrawWorldSurfaces(false, true, false, false, true);
637 R_DrawModelSurfaces(ent, false, true, false, false, true);
640 typedef struct r_q1bsp_getlightinfo_s
643 vec3_t relativelightorigin;
646 unsigned char *outleafpvs;
648 unsigned char *visitingleafpvs;
650 unsigned char *outsurfacepvs;
651 unsigned char *tempsurfacepvs;
652 unsigned char *outshadowtrispvs;
653 unsigned char *outlighttrispvs;
659 const unsigned char *pvs;
660 qboolean svbsp_active;
661 qboolean svbsp_insertoccluder;
662 int numfrustumplanes;
663 const mplane_t *frustumplanes;
665 r_q1bsp_getlightinfo_t;
667 static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
673 mplane_t *plane = node->plane;
674 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
678 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
682 if (info->lightmins[plane->type] > plane->dist)
683 node = node->children[0];
684 else if (info->lightmaxs[plane->type] < plane->dist)
685 node = node->children[1];
686 else if (info->relativelightorigin[plane->type] >= plane->dist)
688 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
689 node = node->children[1];
693 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
694 node = node->children[0];
699 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
702 // recurse front side first because the svbsp building prefers it
703 if (PlaneDist(info->relativelightorigin, plane) >= 0)
705 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
706 node = node->children[1];
710 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
711 node = node->children[0];
715 return; // ERROR: NAN bounding box!
717 node = node->children[sides - 1];
720 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
722 leaf = (mleaf_t *)node;
723 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
725 if (info->svbsp_active)
729 static float points[128][3];
730 for (portal = leaf->portals;portal;portal = portal->next)
732 for (i = 0;i < portal->numpoints;i++)
733 VectorCopy(portal->points[i].position, points[i]);
734 if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
738 return; // no portals of this leaf visible
740 if (info->svbsp_insertoccluder)
742 int leafsurfaceindex;
744 int triangleindex, t;
745 int currentmaterialflags;
751 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
753 surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
754 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
756 surface = info->model->data_surfaces + surfaceindex;
757 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
758 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
759 if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
761 qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
762 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
764 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
765 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
766 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
767 VectorCopy(v[0], v2[0]);
768 VectorCopy(v[1], v2[1]);
769 VectorCopy(v[2], v2[2]);
770 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
771 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
778 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
779 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
780 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
781 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
782 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
783 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
784 if (info->outleafpvs)
786 int leafindex = leaf - info->model->brush.data_leafs;
787 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
789 SETPVSBIT(info->outleafpvs, leafindex);
790 info->outleaflist[info->outnumleafs++] = leafindex;
793 if (info->outsurfacepvs)
795 int leafsurfaceindex;
797 int triangleindex, t;
798 int currentmaterialflags;
804 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
806 surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
807 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
809 surface = info->model->data_surfaces + surfaceindex;
810 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
811 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
812 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
814 qboolean addedtris = false;
815 qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
816 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
818 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
819 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
820 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
821 VectorCopy(v[0], v2[0]);
822 VectorCopy(v[1], v2[1]);
823 VectorCopy(v[2], v2[2]);
824 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
826 if (info->svbsp_active)
828 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
831 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
833 // if the material is double sided we
834 // can't cull by direction
835 SETPVSBIT(info->outlighttrispvs, t);
838 SETPVSBIT(info->outshadowtrispvs, t);
841 else if (r_shadow_frontsidecasting.integer)
843 // front side casting occludes backfaces,
844 // so they are completely useless as both
845 // casters and lit polygons
846 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
848 SETPVSBIT(info->outlighttrispvs, t);
851 SETPVSBIT(info->outshadowtrispvs, t);
856 // back side casting does not occlude
857 // anything so we can't cull lit polygons
858 SETPVSBIT(info->outlighttrispvs, t);
860 if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
861 SETPVSBIT(info->outshadowtrispvs, t);
867 SETPVSBIT(info->outsurfacepvs, surfaceindex);
868 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
876 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
881 VectorCopy(info->relativelightorigin, origin);
884 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
885 r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
887 info->svbsp_active = true;
888 info->svbsp_insertoccluder = true;
891 SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
892 R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
893 // if that failed, retry with more nodes
894 if (r_svbsp.ranoutofnodes)
896 // an upper limit is imposed
897 if (r_svbsp.maxnodes >= 2<<22)
899 Mem_Free(r_svbsp.nodes);
900 r_svbsp.maxnodes *= 2;
901 r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
906 // now clear the surfacepvs array because we need to redo it
907 //memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
908 //info->outnumsurfaces = 0;
911 info->svbsp_active = false;
913 // we HAVE to mark the leaf the light is in as lit, because portals are
914 // irrelevant to a leaf that the light source is inside of
915 // (and they are all facing away, too)
917 mnode_t *node = info->model->brush.data_nodes;
920 node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
921 leaf = (mleaf_t *)node;
922 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
923 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
924 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
925 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
926 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
927 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
928 if (info->outleafpvs)
930 int leafindex = leaf - info->model->brush.data_leafs;
931 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
933 SETPVSBIT(info->outleafpvs, leafindex);
934 info->outleaflist[info->outnumleafs++] = leafindex;
939 info->svbsp_insertoccluder = false;
940 R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
941 if (developer_extra.integer && use_svbsp)
943 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
944 Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
945 Con_DPrintf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
949 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
951 r_q1bsp_getlightinfo_t info;
952 VectorCopy(relativelightorigin, info.relativelightorigin);
953 info.lightradius = lightradius;
954 info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
955 info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
956 info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
957 info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
958 info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
959 info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
960 if (ent->model == NULL)
962 VectorCopy(info.lightmins, outmins);
963 VectorCopy(info.lightmaxs, outmaxs);
964 *outnumleafspointer = 0;
965 *outnumsurfacespointer = 0;
968 info.model = ent->model;
969 info.outleaflist = outleaflist;
970 info.outleafpvs = outleafpvs;
971 info.outnumleafs = 0;
972 info.visitingleafpvs = visitingleafpvs;
973 info.outsurfacelist = outsurfacelist;
974 info.outsurfacepvs = outsurfacepvs;
975 info.outshadowtrispvs = outshadowtrispvs;
976 info.outlighttrispvs = outlighttrispvs;
977 info.outnumsurfaces = 0;
978 info.numfrustumplanes = numfrustumplanes;
979 info.frustumplanes = frustumplanes;
980 VectorCopy(info.relativelightorigin, info.outmins);
981 VectorCopy(info.relativelightorigin, info.outmaxs);
982 memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
983 memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
984 memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
985 if (info.model->brush.shadowmesh)
986 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
988 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
989 memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
990 if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
991 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
994 RSurf_ActiveWorldEntity();
996 if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
998 // use portal recursion for exact light volume culling, and exact surface checking
999 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1001 else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1003 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1004 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1008 // recurse the bsp tree, checking leafs and surfaces for visibility
1009 // optionally using svbsp for exact culling of compiled lights
1010 // (or if the user enables dlight svbsp culling, which is mostly for
1011 // debugging not actual use)
1012 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1015 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1017 // limit combined leaf box to light boundaries
1018 outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1019 outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1020 outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1021 outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1022 outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1023 outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1025 *outnumleafspointer = info.outnumleafs;
1026 *outnumsurfacespointer = info.outnumsurfaces;
1029 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1031 dp_model_t *model = ent->model;
1032 msurface_t *surface;
1033 int surfacelistindex;
1034 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1035 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1036 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1037 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1039 surface = model->data_surfaces + surfacelist[surfacelistindex];
1040 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1042 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
1044 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1045 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1048 extern cvar_t r_polygonoffset_submodel_factor;
1049 extern cvar_t r_polygonoffset_submodel_offset;
1050 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1052 dp_model_t *model = ent->model;
1053 const msurface_t *surface;
1054 int modelsurfacelistindex;
1055 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1056 // check the box in modelspace, it was already checked in worldspace
1057 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1059 if (ent->model->brush.submodel)
1060 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1061 if (model->brush.shadowmesh)
1063 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1064 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1066 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1067 if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1069 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1071 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1075 projectdistance = lightradius + model->radius*2;
1076 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1077 // identify lit faces within the bounding box
1078 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1080 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1081 rsurface.texture = R_GetCurrentTexture(surface->texture);
1082 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1084 RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1085 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1087 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1089 if (ent->model->brush.submodel)
1090 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1093 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1095 dp_model_t *model = ent->model;
1096 msurface_t *surface;
1097 int surfacelistindex;
1098 int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1100 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1101 R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1102 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1104 surface = model->data_surfaces + surfacelist[surfacelistindex];
1105 sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
1107 R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1108 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1109 r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1112 r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1115 #define RSURF_MAX_BATCHSURFACES 8192
1117 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1119 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
1121 dp_model_t *model = ent->model;
1122 const msurface_t *surface;
1123 int modelsurfacelistindex, batchnumsurfaces;
1124 // check the box in modelspace, it was already checked in worldspace
1125 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1127 // identify lit faces within the bounding box
1128 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1130 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1131 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1133 rsurface.texture = R_GetCurrentTexture(surface->texture);
1134 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1136 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1138 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1139 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1140 batchsurfacelist[0] = surface;
1141 batchnumsurfaces = 1;
1142 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1144 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1145 if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1147 if (surface->texture != batchsurfacelist[0]->texture)
1149 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1151 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1152 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1153 batchsurfacelist[batchnumsurfaces++] = surface;
1155 --modelsurfacelistindex;
1156 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1157 RSurf_PrepareVerticesForBatch(false, false, batchnumsurfaces, batchsurfacelist);
1158 RSurf_DrawBatch_Simple(batchnumsurfaces, batchsurfacelist);
1162 #define BATCHSIZE 1024
1164 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1166 int i, j, endsurface;
1168 const msurface_t *surface;
1169 // note: in practice this never actually receives batches), oh well
1170 R_Shadow_RenderMode_Begin();
1171 R_Shadow_RenderMode_ActiveLight(rtlight);
1172 R_Shadow_RenderMode_Lighting(false, true, false);
1173 R_Shadow_SetupEntityLight(ent);
1174 for (i = 0;i < numsurfaces;i = j)
1177 surface = rsurface.modelsurfaces + surfacelist[i];
1178 t = surface->texture;
1179 rsurface.texture = R_GetCurrentTexture(t);
1180 endsurface = min(j + BATCHSIZE, numsurfaces);
1181 for (j = i;j < endsurface;j++)
1183 surface = rsurface.modelsurfaces + surfacelist[j];
1184 if (t != surface->texture)
1186 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1187 R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1190 R_Shadow_RenderMode_End();
1193 extern qboolean r_shadow_usingdeferredprepass;
1194 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1196 dp_model_t *model = ent->model;
1197 const msurface_t *surface;
1198 int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1199 const int *element3i;
1200 static int batchelements[BATCHSIZE*3];
1203 element3i = rsurface.modelelement3i;
1204 // this is a double loop because non-visible surface skipping has to be
1205 // fast, and even if this is not the world model (and hence no visibility
1206 // checking) the input surface list and batch buffer are different formats
1207 // so some processing is necessary. (luckily models have few surfaces)
1208 for (i = 0;i < numsurfaces;)
1210 batchnumsurfaces = 0;
1211 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1212 if (ent == r_refdef.scene.worldentity)
1214 for (;i < endsurface;i++)
1215 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1216 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1220 for (;i < endsurface;i++)
1221 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1223 if (!batchnumsurfaces)
1225 for (k = 0;k < batchnumsurfaces;k = kend)
1227 surface = batchsurfacelist[k];
1228 tex = surface->texture;
1229 rsurface.texture = R_GetCurrentTexture(tex);
1230 // gather surfaces into a batch range
1231 for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1233 // now figure out what to do with this particular range of surfaces
1234 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1236 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
1238 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1240 vec3_t tempcenter, center;
1241 for (l = k;l < kend;l++)
1243 surface = batchsurfacelist[l];
1244 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1245 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1246 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1247 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1248 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1252 if (r_shadow_usingdeferredprepass)
1254 batchnumtriangles = 0;
1255 batchfirsttriangle = surface->num_firsttriangle;
1256 m = 0; // hush warning
1257 for (l = k;l < kend;l++)
1259 surface = batchsurfacelist[l];
1260 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1261 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1263 if (lighttrispvs && r_test.integer && !CHECKPVSBIT(lighttrispvs, m))
1265 if (batchnumtriangles >= BATCHSIZE)
1267 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1268 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1269 // use the element buffer if all triangles are consecutive
1270 if (m == batchfirsttriangle + batchnumtriangles)
1271 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1273 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1274 batchnumtriangles = 0;
1275 batchfirsttriangle = m;
1277 batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1278 batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1279 batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1280 batchnumtriangles++;
1283 if (batchnumtriangles > 0)
1285 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1286 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1287 // use the element buffer if all triangles are consecutive
1288 if (m == batchfirsttriangle + batchnumtriangles)
1289 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1291 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1298 void R_ReplaceWorldTexture (void)
1303 const char *r, *newt;
1304 skinframe_t *skinframe;
1305 if (!r_refdef.scene.worldmodel)
1307 if (gamemode != GAME_BLOODOMNICIDE)
1308 Con_Printf("There is no worldmodel\n");
1311 m = r_refdef.scene.worldmodel;
1315 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1316 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1319 if(!cl.islocalgame || !cl.worldmodel)
1321 if (gamemode != GAME_BLOODOMNICIDE)
1322 Con_Print("This command works only in singleplayer\n");
1329 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1331 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1333 if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1335 // t->skinframes[0] = skinframe;
1336 t->currentskinframe = skinframe;
1337 t->currentskinframe = skinframe;
1338 if (gamemode != GAME_BLOODOMNICIDE)
1339 Con_Printf("%s replaced with %s\n", r, newt);
1343 if (gamemode != GAME_BLOODOMNICIDE)
1344 Con_Printf("%s was not found\n", newt);
1352 void R_ListWorldTextures (void)
1357 if (!r_refdef.scene.worldmodel)
1359 Con_Printf("There is no worldmodel\n");
1362 m = r_refdef.scene.worldmodel;
1364 Con_Print("Worldmodel textures :\n");
1365 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1366 if (t->numskinframes)
1367 Con_Printf("%s\n", t->name);
1371 static void gl_surf_start(void)
1375 static void gl_surf_shutdown(void)
1379 static void gl_surf_newmap(void)
1384 void GL_Surf_Init(void)
1387 Cvar_RegisterVariable(&r_ambient);
1388 Cvar_RegisterVariable(&r_lockpvs);
1389 Cvar_RegisterVariable(&r_lockvisibility);
1390 Cvar_RegisterVariable(&r_useportalculling);
1391 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1393 Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1394 Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1396 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);