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restricted rcon: actually display a different message if restricted rcon was used
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
29 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)"};
30 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)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
32 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"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         model_t *model = ent->model;
47         int *intblocklights;
48         unsigned char *templight;
49
50         smax = (surface->lightmapinfo->extents[0]>>4)+1;
51         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
52         size = smax*tmax;
53         size3 = size*3;
54
55         r_refdef.stats.lightmapupdatepixels += size;
56         r_refdef.stats.lightmapupdates++;
57
58         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
59         {
60                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61                 if (cl.buildlightmapmemory)
62                         Mem_Free(cl.buildlightmapmemory);
63                 cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
64         }
65
66         // these both point at the same buffer, templight is only used for final
67         // processing and can replace the intblocklights data as it goes
68         intblocklights = (int *)cl.buildlightmapmemory;
69         templight = (unsigned char *)cl.buildlightmapmemory;
70
71         // update cached lighting info
72         surface->cached_dlight = 0;
73
74         lightmap = surface->lightmapinfo->samples;
75
76 // set to full bright if no light data
77         bl = intblocklights;
78         if (!model->brushq1.lightdata)
79         {
80                 for (i = 0;i < size3;i++)
81                         bl[i] = 128*256;
82         }
83         else
84         {
85 // clear to no light
86                 memset(bl, 0, size3*sizeof(*bl));
87
88 // add all the lightmaps
89                 if (lightmap)
90                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92                                         bl[i] += lightmap[i] * scale;
93         }
94
95         stain = surface->lightmapinfo->stainsamples;
96         bl = intblocklights;
97         out = templight;
98         // the >> 16 shift adjusts down 8 bits to account for the stainmap
99         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100         // be doubled during rendering to achieve 2x overbright
101         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
102         for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
103         {
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);
107                 out[3] = 255;
108         }
109
110         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
111
112         // update the surface's deluxemap if it has one
113         if (surface->deluxemaptexture != r_texture_blanknormalmap)
114         {
115                 vec3_t n;
116                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
117                 lightmap = surface->lightmapinfo->samples;
118                 // clear to no normalmap
119                 bl = intblocklights;
120                 memset(bl, 0, size3*sizeof(*bl));
121                 // add all the normalmaps
122                 if (lightmap && normalmap)
123                 {
124                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
125                         {
126                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
127                                 {
128                                         // add the normalmap with weighting proportional to the style's lightmap intensity
129                                         l = (int)(VectorLength(lightmap + i*3) * scale);
130                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
131                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
132                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
133                                 }
134                         }
135                 }
136                 bl = intblocklights;
137                 out = templight;
138                 // we simply renormalize the weighted normals to get a valid deluxemap
139                 for (i = 0;i < size;i++, bl += 3, out += 4)
140                 {
141                         VectorCopy(bl, n);
142                         VectorNormalize(n);
143                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
144                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
145                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
146                         out[3] = 255;
147                 }
148                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
149         }
150 }
151
152 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
153 {
154         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
155         msurface_t *surface, *endsurface;
156         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
157         unsigned char *bl;
158         vec3_t impact;
159
160         maxdist = radius * radius;
161         invradius = 1.0f / radius;
162
163 loc0:
164         if (!node->plane)
165                 return;
166         ndist = PlaneDiff(origin, node->plane);
167         if (ndist > radius)
168         {
169                 node = node->children[0];
170                 goto loc0;
171         }
172         if (ndist < -radius)
173         {
174                 node = node->children[1];
175                 goto loc0;
176         }
177
178         dist2 = ndist * ndist;
179         maxdist3 = maxdist - dist2;
180
181         if (node->plane->type < 3)
182         {
183                 VectorCopy(origin, impact);
184                 impact[node->plane->type] -= ndist;
185         }
186         else
187         {
188                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
189                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
190                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
191         }
192
193         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
194         {
195                 if (surface->lightmapinfo->stainsamples)
196                 {
197                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
198                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
199
200                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
201                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
202
203                         s = bound(0, impacts, smax * 16) - impacts;
204                         t = bound(0, impactt, tmax * 16) - impactt;
205                         i = (int)(s * s + t * t + dist2);
206                         if (i > maxdist)
207                                 continue;
208
209                         // reduce calculations
210                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
211                                 sdtable[s] = i * i + dist2;
212
213                         bl = surface->lightmapinfo->stainsamples;
214                         smax3 = smax * 3;
215                         stained = false;
216
217                         i = impactt;
218                         for (t = 0;t < tmax;t++, i -= 16)
219                         {
220                                 td = i * i;
221                                 // make sure some part of it is visible on this line
222                                 if (td < maxdist3)
223                                 {
224                                         maxdist2 = maxdist - td;
225                                         for (s = 0;s < smax;s++)
226                                         {
227                                                 if (sdtable[s] < maxdist2)
228                                                 {
229                                                         ratio = lhrandom(0.0f, 1.0f);
230                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
231                                                         if (a >= (1.0f / 64.0f))
232                                                         {
233                                                                 if (a > 1)
234                                                                         a = 1;
235                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
236                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
237                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
238                                                                 stained = true;
239                                                         }
240                                                 }
241                                                 bl += 3;
242                                         }
243                                 }
244                                 else // skip line
245                                         bl += smax3;
246                         }
247                         // force lightmap upload
248                         if (stained)
249                                 surface->cached_dlight = true;
250                 }
251         }
252
253         if (node->children[0]->plane)
254         {
255                 if (node->children[1]->plane)
256                 {
257                         R_StainNode(node->children[0], model, origin, radius, fcolor);
258                         node = node->children[1];
259                         goto loc0;
260                 }
261                 else
262                 {
263                         node = node->children[0];
264                         goto loc0;
265                 }
266         }
267         else if (node->children[1]->plane)
268         {
269                 node = node->children[1];
270                 goto loc0;
271         }
272 }
273
274 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)
275 {
276         int n;
277         float fcolor[8];
278         entity_render_t *ent;
279         model_t *model;
280         vec3_t org;
281         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
282                 return;
283         fcolor[0] = cr1;
284         fcolor[1] = cg1;
285         fcolor[2] = cb1;
286         fcolor[3] = ca1 * (1.0f / 64.0f);
287         fcolor[4] = cr2 - cr1;
288         fcolor[5] = cg2 - cg1;
289         fcolor[6] = cb2 - cb1;
290         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
291
292         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
293
294         // look for embedded bmodels
295         for (n = 0;n < cl.num_brushmodel_entities;n++)
296         {
297                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
298                 model = ent->model;
299                 if (model && model->name[0] == '*')
300                 {
301                         if (model->brush.data_nodes)
302                         {
303                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
304                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
305                         }
306                 }
307         }
308 }
309
310
311 /*
312 =============================================================
313
314         BRUSH MODELS
315
316 =============================================================
317 */
318
319 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
320 {
321         // due to the hacky nature of this function's parameters, this is never
322         // called with a batch, so numsurfaces is always 1, and the surfacelist
323         // contains only a leaf number for coloring purposes
324         const mportal_t *portal = (mportal_t *)ent;
325         int i, numpoints;
326         float *v;
327         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
328         CHECKGLERROR
329         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
330         GL_DepthMask(false);
331         GL_DepthRange(0, 1);
332         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
333         GL_DepthTest(true);
334         GL_CullFace(GL_NONE);
335         R_Mesh_Matrix(&identitymatrix);
336
337         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
338
339         R_Mesh_VertexPointer(vertex3f, 0, 0);
340         R_Mesh_ColorPointer(NULL, 0, 0);
341         R_Mesh_ResetTextureState();
342
343         i = surfacelist[0];
344         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
345                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
346                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
347                          0.125f);
348         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
349                 VectorCopy(portal->points[i].position, v);
350         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
351 }
352
353 // LordHavoc: this is just a nice debugging tool, very slow
354 void R_DrawPortals(void)
355 {
356         int i, leafnum;
357         mportal_t *portal;
358         float center[3], f;
359         model_t *model = r_refdef.scene.worldmodel;
360         if (model == NULL)
361                 return;
362         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
363         {
364                 if (r_refdef.viewcache.world_leafvisible[leafnum])
365                 {
366                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
367                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
368                         {
369                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
370                                 if (!R_CullBox(portal->mins, portal->maxs))
371                                 {
372                                         VectorClear(center);
373                                         for (i = 0;i < portal->numpoints;i++)
374                                                 VectorAdd(center, portal->points[i].position, center);
375                                         f = ixtable[portal->numpoints];
376                                         VectorScale(center, f, center);
377                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
378                                 }
379                         }
380                 }
381         }
382 }
383
384 void R_View_WorldVisibility(qboolean forcenovis)
385 {
386         int i, j, *mark;
387         mleaf_t *leaf;
388         mleaf_t *viewleaf;
389         model_t *model = r_refdef.scene.worldmodel;
390
391         if (!model)
392                 return;
393
394         if (r_refdef.view.usecustompvs)
395         {
396                 // clear the visible surface and leaf flags arrays
397                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
398                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
399                 r_refdef.viewcache.world_novis = false;
400
401                 // simply cull each marked leaf to the frustum (view pyramid)
402                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
403                 {
404                         // if leaf is in current pvs and on the screen, mark its surfaces
405                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
406                         {
407                                 r_refdef.stats.world_leafs++;
408                                 r_refdef.viewcache.world_leafvisible[j] = true;
409                                 if (leaf->numleafsurfaces)
410                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
411                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
412                         }
413                 }
414                 return;
415         }
416
417         // if possible find the leaf the view origin is in
418         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
419         // if possible fetch the visible cluster bits
420         if (!r_lockpvs.integer && model->brush.FatPVS)
421                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
422
423         if (!r_lockvisibility.integer)
424         {
425                 // clear the visible surface and leaf flags arrays
426                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
427                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
428
429                 r_refdef.viewcache.world_novis = false;
430
431                 // if floating around in the void (no pvs data available, and no
432                 // portals available), simply use all on-screen leafs.
433                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
434                 {
435                         // no visibility method: (used when floating around in the void)
436                         // simply cull each leaf to the frustum (view pyramid)
437                         // similar to quake's RecursiveWorldNode but without cache misses
438                         r_refdef.viewcache.world_novis = true;
439                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
440                         {
441                                 // if leaf is in current pvs and on the screen, mark its surfaces
442                                 if (!R_CullBox(leaf->mins, leaf->maxs))
443                                 {
444                                         r_refdef.stats.world_leafs++;
445                                         r_refdef.viewcache.world_leafvisible[j] = true;
446                                         if (leaf->numleafsurfaces)
447                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
448                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
449                                 }
450                         }
451                 }
452                 // if the user prefers to disable portal culling (testing?), simply
453                 // use all on-screen leafs that are in the pvs.
454                 else if (!r_useportalculling.integer)
455                 {
456                         // pvs method:
457                         // simply check if each leaf is in the Potentially Visible Set,
458                         // and cull to frustum (view pyramid)
459                         // similar to quake's RecursiveWorldNode but without cache misses
460                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
461                         {
462                                 // if leaf is in current pvs and on the screen, mark its surfaces
463                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
464                                 {
465                                         r_refdef.stats.world_leafs++;
466                                         r_refdef.viewcache.world_leafvisible[j] = true;
467                                         if (leaf->numleafsurfaces)
468                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
469                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
470                                 }
471                         }
472                 }
473                 // otherwise use a recursive portal flow, culling each portal to
474                 // frustum and checking if the leaf the portal leads to is in the pvs
475                 else
476                 {
477                         int leafstackpos;
478                         mportal_t *p;
479                         mleaf_t *leafstack[8192];
480                         // simple-frustum portal method:
481                         // follows portals leading outward from viewleaf, does not venture
482                         // offscreen or into leafs that are not visible, faster than
483                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
484                         // often culls some surfaces that pvs alone would miss
485                         // (such as a room in pvs that is hidden behind a wall, but the
486                         //  passage leading to the room is off-screen)
487                         leafstack[0] = viewleaf;
488                         leafstackpos = 1;
489                         while (leafstackpos)
490                         {
491                                 leaf = leafstack[--leafstackpos];
492                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
493                                         continue;
494                                 r_refdef.stats.world_leafs++;
495                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
496                                 // mark any surfaces bounding this leaf
497                                 if (leaf->numleafsurfaces)
498                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
499                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
500                                 // follow portals into other leafs
501                                 // the checks are:
502                                 // if viewer is behind portal (portal faces outward into the scene)
503                                 // and the portal polygon's bounding box is on the screen
504                                 // and the leaf has not been visited yet
505                                 // and the leaf is visible in the pvs
506                                 // (the first two checks won't cause as many cache misses as the leaf checks)
507                                 for (p = leaf->portals;p;p = p->next)
508                                 {
509                                         r_refdef.stats.world_portals++;
510                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
511                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
512                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
513                                          && !R_CullBox(p->mins, p->maxs)
514                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
515                                                 leafstack[leafstackpos++] = p->past;
516                                 }
517                         }
518                 }
519         }
520 }
521
522 void R_Q1BSP_DrawSky(entity_render_t *ent)
523 {
524         if (ent->model == NULL)
525                 return;
526         if (ent == r_refdef.scene.worldentity)
527                 R_DrawWorldSurfaces(true, true, false, false, false);
528         else
529                 R_DrawModelSurfaces(ent, true, true, false, false, false);
530 }
531
532 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
533 {
534         model_t *model = ent->model;
535         if (model == NULL)
536                 return;
537         if (ent == r_refdef.scene.worldentity)
538                 R_DrawWorldSurfaces(false, false, false, true, false);
539         else
540                 R_DrawModelSurfaces(ent, false, false, false, true, false);
541 }
542
543 void R_Q1BSP_Draw(entity_render_t *ent)
544 {
545         model_t *model = ent->model;
546         if (model == NULL)
547                 return;
548         if (ent == r_refdef.scene.worldentity)
549                 R_DrawWorldSurfaces(false, true, false, false, false);
550         else
551                 R_DrawModelSurfaces(ent, false, true, false, false, false);
552 }
553
554 void R_Q1BSP_DrawDepth(entity_render_t *ent)
555 {
556         model_t *model = ent->model;
557         if (model == NULL)
558                 return;
559         if (ent == r_refdef.scene.worldentity)
560                 R_DrawWorldSurfaces(false, false, true, false, false);
561         else
562                 R_DrawModelSurfaces(ent, false, false, true, false, false);
563 }
564
565 void R_Q1BSP_DrawDebug(entity_render_t *ent)
566 {
567         if (ent->model == NULL)
568                 return;
569         if (ent == r_refdef.scene.worldentity)
570                 R_DrawWorldSurfaces(false, false, false, false, true);
571         else
572                 R_DrawModelSurfaces(ent, false, false, false, false, true);
573 }
574
575 typedef struct r_q1bsp_getlightinfo_s
576 {
577         model_t *model;
578         vec3_t relativelightorigin;
579         float lightradius;
580         int *outleaflist;
581         unsigned char *outleafpvs;
582         int outnumleafs;
583         int *outsurfacelist;
584         unsigned char *outsurfacepvs;
585         unsigned char *tempsurfacepvs;
586         unsigned char *outshadowtrispvs;
587         unsigned char *outlighttrispvs;
588         int outnumsurfaces;
589         vec3_t outmins;
590         vec3_t outmaxs;
591         vec3_t lightmins;
592         vec3_t lightmaxs;
593         const unsigned char *pvs;
594         qboolean svbsp_active;
595         qboolean svbsp_insertoccluder;
596 }
597 r_q1bsp_getlightinfo_t;
598
599 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
600 {
601         int sides;
602         mleaf_t *leaf;
603         for (;;)
604         {
605                 mplane_t *plane = node->plane;
606                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
607                 //      return;
608                 if (!plane)
609                         break;
610                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
611                 //      return;
612                 if (plane->type < 3)
613                 {
614                         if (info->lightmins[plane->type] > plane->dist)
615                                 node = node->children[0];
616                         else if (info->lightmaxs[plane->type] < plane->dist)
617                                 node = node->children[1];
618                         else if (info->relativelightorigin[plane->type] >= plane->dist)
619                         {
620                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
621                                 node = node->children[1];
622                         }
623                         else
624                         {
625                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
626                                 node = node->children[0];
627                         }
628                 }
629                 else
630                 {
631                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
632                         if (sides == 3)
633                         {
634                                 // recurse front side first because the svbsp building prefers it
635                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
636                                 {
637                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
638                                         node = node->children[1];
639                                 }
640                                 else
641                                 {
642                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
643                                         node = node->children[0];
644                                 }
645                         }
646                         else if (sides == 0)
647                                 return; // ERROR: NAN bounding box!
648                         else
649                                 node = node->children[sides - 1];
650                 }
651         }
652         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
653                 return;
654         leaf = (mleaf_t *)node;
655         if (info->svbsp_active)
656         {
657                 int i;
658                 mportal_t *portal;
659                 double points[128][3];
660                 for (portal = leaf->portals;portal;portal = portal->next)
661                 {
662                         for (i = 0;i < portal->numpoints;i++)
663                                 VectorCopy(portal->points[i].position, points[i]);
664                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
665                                 break;
666                 }
667                 if (portal == NULL)
668                         return; // no portals of this leaf visible
669         }
670         else
671         {
672                 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
673                         return;
674         }
675         // inserting occluders does not alter the leaf info
676         if (!info->svbsp_insertoccluder)
677         {
678                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
679                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
680                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
681                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
682                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
683                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
684                 if (info->outleafpvs)
685                 {
686                         int leafindex = leaf - info->model->brush.data_leafs;
687                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
688                         {
689                                 SETPVSBIT(info->outleafpvs, leafindex);
690                                 info->outleaflist[info->outnumleafs++] = leafindex;
691                         }
692                 }
693         }
694         if (info->outsurfacepvs)
695         {
696                 int leafsurfaceindex;
697                 int surfaceindex;
698                 int triangleindex, t;
699                 msurface_t *surface;
700                 const int *e;
701                 const vec_t *v[3];
702                 double v2[3][3];
703                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
704                 {
705                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
706                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
707                         {
708                                 surface = info->model->data_surfaces + surfaceindex;
709                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
710                                  && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
711                                 {
712                                         qboolean addedtris = false;
713                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
714                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
715                                         {
716                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
717                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
718                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
719                                                 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
720                                                 {
721                                                         if (info->svbsp_insertoccluder)
722                                                         {
723                                                                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
724                                                                         continue;
725                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
726                                                                         continue;
727                                                                 VectorCopy(v[0], v2[0]);
728                                                                 VectorCopy(v[1], v2[1]);
729                                                                 VectorCopy(v[2], v2[2]);
730                                                                 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
731                                                                         continue;
732                                                                 addedtris = true;
733                                                         }
734                                                         else
735                                                         {
736                                                                 if (info->svbsp_active)
737                                                                 {
738                                                                         VectorCopy(v[0], v2[0]);
739                                                                         VectorCopy(v[1], v2[1]);
740                                                                         VectorCopy(v[2], v2[2]);
741                                                                         if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
742                                                                                 continue;
743                                                                 }
744                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
745                                                                 {
746                                                                         // if the material is double sided we
747                                                                         // can't cull by direction
748                                                                         SETPVSBIT(info->outlighttrispvs, t);
749                                                                         addedtris = true;
750                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
751                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
752                                                                 }
753                                                                 else if (r_shadow_frontsidecasting.integer)
754                                                                 {
755                                                                         // front side casting occludes backfaces,
756                                                                         // so they are completely useless as both
757                                                                         // casters and lit polygons
758                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
759                                                                                 continue;
760                                                                         SETPVSBIT(info->outlighttrispvs, t);
761                                                                         addedtris = true;
762                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
763                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
764                                                                 }
765                                                                 else
766                                                                 {
767                                                                         // back side casting does not occlude
768                                                                         // anything so we can't cull lit polygons
769                                                                         SETPVSBIT(info->outlighttrispvs, t);
770                                                                         addedtris = true;
771                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
772                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
773                                                                 }
774                                                         }
775                                                 }
776                                         }
777                                         if (addedtris)
778                                         {
779                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
780                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
781                                         }
782                                 }
783                         }
784                 }
785         }
786 }
787
788 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
789 {
790         if (use_svbsp)
791         {
792                 double origin[3];
793                 VectorCopy(info->relativelightorigin, origin);
794                 if (!r_svbsp.nodes)
795                 {
796                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
797                         r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
798                 }
799                 info->svbsp_active = true;
800                 info->svbsp_insertoccluder = true;
801                 for (;;)
802                 {
803                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
804                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
805                         // if that failed, retry with more nodes
806                         if (r_svbsp.ranoutofnodes)
807                         {
808                                 // an upper limit is imposed
809                                 if (r_svbsp.maxnodes >= 2<<22)
810                                         break;
811                                 Mem_Free(r_svbsp.nodes);
812                                 r_svbsp.maxnodes *= 2;
813                                 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
814                         }
815                         else
816                                 break;
817                 }
818                 // now clear the surfacepvs array because we need to redo it
819                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
820                 info->outnumsurfaces = 0;
821         }
822         else
823                 info->svbsp_active = false;
824
825         // we HAVE to mark the leaf the light is in as lit, because portals are
826         // irrelevant to a leaf that the light source is inside of
827         // (and they are all facing away, too)
828         {
829                 mnode_t *node = info->model->brush.data_nodes;
830                 mleaf_t *leaf;
831                 while (node->plane)
832                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
833                 leaf = (mleaf_t *)node;
834                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
835                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
836                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
837                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
838                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
839                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
840                 if (info->outleafpvs)
841                 {
842                         int leafindex = leaf - info->model->brush.data_leafs;
843                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
844                         {
845                                 SETPVSBIT(info->outleafpvs, leafindex);
846                                 info->outleaflist[info->outnumleafs++] = leafindex;
847                         }
848                 }
849         }
850
851         info->svbsp_insertoccluder = false;
852         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
853         if (developer.integer >= 100 && use_svbsp)
854         {
855                 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
856                 Con_Printf("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);
857                 Con_Printf("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);
858         }
859 }
860
861 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)
862 {
863         r_q1bsp_getlightinfo_t info;
864         VectorCopy(relativelightorigin, info.relativelightorigin);
865         info.lightradius = lightradius;
866         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
867         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
868         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
869         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
870         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
871         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
872         if (ent->model == NULL)
873         {
874                 VectorCopy(info.lightmins, outmins);
875                 VectorCopy(info.lightmaxs, outmaxs);
876                 *outnumleafspointer = 0;
877                 *outnumsurfacespointer = 0;
878                 return;
879         }
880         info.model = ent->model;
881         info.outleaflist = outleaflist;
882         info.outleafpvs = outleafpvs;
883         info.outnumleafs = 0;
884         info.outsurfacelist = outsurfacelist;
885         info.outsurfacepvs = outsurfacepvs;
886         info.outshadowtrispvs = outshadowtrispvs;
887         info.outlighttrispvs = outlighttrispvs;
888         info.outnumsurfaces = 0;
889         VectorCopy(info.relativelightorigin, info.outmins);
890         VectorCopy(info.relativelightorigin, info.outmaxs);
891         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
892         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
893         if (info.model->brush.shadowmesh)
894                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
895         else
896                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
897         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
898         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
899                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
900         else
901                 info.pvs = NULL;
902         R_UpdateAllTextureInfo(ent);
903
904         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
905         {
906                 // use portal recursion for exact light volume culling, and exact surface checking
907                 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);
908         }
909         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
910         {
911                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
912                 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);
913         }
914         else
915         {
916                 // recurse the bsp tree, checking leafs and surfaces for visibility
917                 // optionally using svbsp for exact culling of compiled lights
918                 // (or if the user enables dlight svbsp culling, which is mostly for
919                 //  debugging not actual use)
920                 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
921         }
922
923         // limit combined leaf box to light boundaries
924         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
925         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
926         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
927         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
928         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
929         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
930
931         *outnumleafspointer = info.outnumleafs;
932         *outnumsurfacespointer = info.outnumsurfaces;
933 }
934
935 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
936 {
937         model_t *model = ent->model;
938         msurface_t *surface;
939         int surfacelistindex;
940         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
941         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
942         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
943         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
944         {
945                 surface = model->data_surfaces + surfacelist[surfacelistindex];
946                 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
947                         continue;
948                 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);
949         }
950         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);
951         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
952 }
953
954 extern cvar_t r_polygonoffset_submodel_factor;
955 extern cvar_t r_polygonoffset_submodel_offset;
956 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
957 {
958         model_t *model = ent->model;
959         msurface_t *surface;
960         int modelsurfacelistindex;
961         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
962         // check the box in modelspace, it was already checked in worldspace
963         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
964                 return;
965         R_UpdateAllTextureInfo(ent);
966         if (ent->model->brush.submodel)
967                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
968         if (model->brush.shadowmesh)
969         {
970                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
971                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
972                 {
973                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
974                         if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
975                                 continue;
976                         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);
977                 }
978                 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);
979         }
980         else
981         {
982                 projectdistance = lightradius + model->radius*2;
983                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
984                 // identify lit faces within the bounding box
985                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
986                 {
987                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
988                         rsurface.texture = surface->texture->currentframe;
989                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
990                                 continue;
991                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
992                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
993                 }
994                 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);
995         }
996         if (ent->model->brush.submodel)
997                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
998 }
999
1000 #define BATCHSIZE 1024
1001
1002 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1003 {
1004         int i, j, endsurface;
1005         texture_t *t;
1006         msurface_t *surface;
1007         // note: in practice this never actually receives batches), oh well
1008         R_Shadow_RenderMode_Begin();
1009         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
1010         R_Shadow_RenderMode_Lighting(false, true);
1011         R_Shadow_SetupEntityLight(ent);
1012         for (i = 0;i < numsurfaces;i = j)
1013         {
1014                 j = i + 1;
1015                 surface = rsurface.modelsurfaces + surfacelist[i];
1016                 t = surface->texture;
1017                 R_UpdateTextureInfo(ent, t);
1018                 rsurface.texture = t->currentframe;
1019                 endsurface = min(j + BATCHSIZE, numsurfaces);
1020                 for (j = i;j < endsurface;j++)
1021                 {
1022                         surface = rsurface.modelsurfaces + surfacelist[j];
1023                         if (t != surface->texture)
1024                                 break;
1025                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1026                         R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
1027                 }
1028         }
1029         R_Shadow_RenderMode_End();
1030 }
1031
1032 #define RSURF_MAX_BATCHSURFACES 8192
1033
1034 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
1035 {
1036         model_t *model = ent->model;
1037         msurface_t *surface;
1038         int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1039         qboolean usebufferobject, culltriangles;
1040         const int *element3i;
1041         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1042         int batchelements[BATCHSIZE*3];
1043         texture_t *tex;
1044         CHECKGLERROR
1045         R_UpdateAllTextureInfo(ent);
1046         culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
1047         element3i = rsurface.modelelement3i;
1048         // this is a double loop because non-visible surface skipping has to be
1049         // fast, and even if this is not the world model (and hence no visibility
1050         // checking) the input surface list and batch buffer are different formats
1051         // so some processing is necessary.  (luckily models have few surfaces)
1052         for (i = 0;i < numsurfaces;)
1053         {
1054                 batchnumsurfaces = 0;
1055                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1056                 if (ent == r_refdef.scene.worldentity)
1057                 {
1058                         for (;i < endsurface;i++)
1059                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1060                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1061                 }
1062                 else
1063                 {
1064                         for (;i < endsurface;i++)
1065                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1066                 }
1067                 if (!batchnumsurfaces)
1068                         continue;
1069                 for (k = 0;k < batchnumsurfaces;k = kend)
1070                 {
1071                         surface = batchsurfacelist[k];
1072                         tex = surface->texture;
1073                         rsurface.texture = tex->currentframe;
1074                         // gather surfaces into a batch range
1075                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1076                                 ;
1077                         // now figure out what to do with this particular range of surfaces
1078                         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
1079                         {
1080                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1081                                 {
1082                                         vec3_t tempcenter, center;
1083                                         for (l = k;l < kend;l++)
1084                                         {
1085                                                 surface = batchsurfacelist[l];
1086                                                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1087                                                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1088                                                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1089                                                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1090                                                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1091                                         }
1092                                 }
1093                                 else
1094                                 {
1095                                         // use the bufferobject if all triangles are accepted
1096                                         usebufferobject = true;
1097                                         batchnumtriangles = 0;
1098                                         batchfirsttriangle = surface->num_firsttriangle;
1099                                         for (l = k;l < kend;l++)
1100                                         {
1101                                                 surface = batchsurfacelist[l];
1102                                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1103                                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1104                                                 {
1105                                                         if (trispvs)
1106                                                         {
1107                                                                 if (!CHECKPVSBIT(trispvs, m))
1108                                                                 {
1109                                                                         usebufferobject = false;
1110                                                                         continue;
1111                                                                 }
1112                                                         }
1113                                                         else if (culltriangles)
1114                                                         {
1115                                                                 if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
1116                                                                 {
1117                                                                         usebufferobject = false;
1118                                                                         continue;
1119                                                                 }
1120                                                         }
1121                                                         if (batchnumtriangles >= BATCHSIZE)
1122                                                         {
1123                                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1124                                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1125                                                                 if (usebufferobject && batchnumtriangles >= 100)
1126                                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
1127                                                                 else
1128                                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1129                                                                 usebufferobject = true;
1130                                                                 batchnumtriangles = 0;
1131                                                                 batchfirsttriangle = m;
1132                                                         }
1133                                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1134                                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1135                                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1136                                                         batchnumtriangles++;
1137                                                 }
1138                                         }
1139                                         if (batchnumtriangles > 0)
1140                                         {
1141                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1142                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1143                                                 if (usebufferobject && batchnumtriangles >= 100)
1144                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
1145                                                 else
1146                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1147                                         }
1148                                 }
1149                         }
1150                 }
1151         }
1152 }
1153
1154 //Made by [515]
1155 void R_ReplaceWorldTexture (void)
1156 {
1157         model_t         *m;
1158         texture_t       *t;
1159         int                     i;
1160         const char      *r, *newt;
1161         skinframe_t *skinframe;
1162         if (!r_refdef.scene.worldmodel)
1163         {
1164                 Con_Printf("There is no worldmodel\n");
1165                 return;
1166         }
1167         m = r_refdef.scene.worldmodel;
1168
1169         if(Cmd_Argc() < 2)
1170         {
1171                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1172                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1173                 return;
1174         }
1175         if(!cl.islocalgame || !cl.worldmodel)
1176         {
1177                 Con_Print("This command works only in singleplayer\n");
1178                 return;
1179         }
1180         r = Cmd_Argv(1);
1181         newt = Cmd_Argv(2);
1182         if(!newt[0])
1183                 newt = r;
1184         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1185         {
1186                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1187                 {
1188                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
1189                         {
1190 //                              t->skinframes[0] = skinframe;
1191                                 t->currentskinframe = skinframe;
1192                                 t->currentskinframe = skinframe;
1193                                 Con_Printf("%s replaced with %s\n", r, newt);
1194                         }
1195                         else
1196                         {
1197                                 Con_Printf("%s was not found\n", newt);
1198                                 return;
1199                         }
1200                 }
1201         }
1202 }
1203
1204 //Made by [515]
1205 void R_ListWorldTextures (void)
1206 {
1207         model_t         *m;
1208         texture_t       *t;
1209         int                     i;
1210         if (!r_refdef.scene.worldmodel)
1211         {
1212                 Con_Printf("There is no worldmodel\n");
1213                 return;
1214         }
1215         m = r_refdef.scene.worldmodel;
1216
1217         Con_Print("Worldmodel textures :\n");
1218         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1219                 if (t->numskinframes)
1220                         Con_Printf("%s\n", t->name);
1221 }
1222
1223 #if 0
1224 static void gl_surf_start(void)
1225 {
1226 }
1227
1228 static void gl_surf_shutdown(void)
1229 {
1230 }
1231
1232 static void gl_surf_newmap(void)
1233 {
1234 }
1235 #endif
1236
1237 void GL_Surf_Init(void)
1238 {
1239
1240         Cvar_RegisterVariable(&r_ambient);
1241         Cvar_RegisterVariable(&r_lockpvs);
1242         Cvar_RegisterVariable(&r_lockvisibility);
1243         Cvar_RegisterVariable(&r_useportalculling);
1244         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1245
1246         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1247         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1248
1249         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1250 }
1251