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[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         R_SetupGenericShader(false);
343
344         i = surfacelist[0];
345         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
346                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
347                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
348                          0.125f);
349         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
350                 VectorCopy(portal->points[i].position, v);
351         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
352 }
353
354 // LordHavoc: this is just a nice debugging tool, very slow
355 void R_DrawPortals(void)
356 {
357         int i, leafnum;
358         mportal_t *portal;
359         float center[3], f;
360         model_t *model = r_refdef.scene.worldmodel;
361         if (model == NULL)
362                 return;
363         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
364         {
365                 if (r_refdef.viewcache.world_leafvisible[leafnum])
366                 {
367                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
368                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
369                         {
370                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
371                                 if (!R_CullBox(portal->mins, portal->maxs))
372                                 {
373                                         VectorClear(center);
374                                         for (i = 0;i < portal->numpoints;i++)
375                                                 VectorAdd(center, portal->points[i].position, center);
376                                         f = ixtable[portal->numpoints];
377                                         VectorScale(center, f, center);
378                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
379                                 }
380                         }
381                 }
382         }
383 }
384
385 void R_View_WorldVisibility(qboolean forcenovis)
386 {
387         int i, j, *mark;
388         mleaf_t *leaf;
389         mleaf_t *viewleaf;
390         model_t *model = r_refdef.scene.worldmodel;
391
392         if (!model)
393                 return;
394
395         if (r_refdef.view.usecustompvs)
396         {
397                 // clear the visible surface and leaf flags arrays
398                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
399                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
400                 r_refdef.viewcache.world_novis = false;
401
402                 // simply cull each marked leaf to the frustum (view pyramid)
403                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
404                 {
405                         // if leaf is in current pvs and on the screen, mark its surfaces
406                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
407                         {
408                                 r_refdef.stats.world_leafs++;
409                                 r_refdef.viewcache.world_leafvisible[j] = true;
410                                 if (leaf->numleafsurfaces)
411                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
412                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
413                         }
414                 }
415                 return;
416         }
417
418         // if possible find the leaf the view origin is in
419         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
420         // if possible fetch the visible cluster bits
421         if (!r_lockpvs.integer && model->brush.FatPVS)
422                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
423
424         if (!r_lockvisibility.integer)
425         {
426                 // clear the visible surface and leaf flags arrays
427                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
428                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
429
430                 r_refdef.viewcache.world_novis = false;
431
432                 // if floating around in the void (no pvs data available, and no
433                 // portals available), simply use all on-screen leafs.
434                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
435                 {
436                         // no visibility method: (used when floating around in the void)
437                         // simply cull each leaf to the frustum (view pyramid)
438                         // similar to quake's RecursiveWorldNode but without cache misses
439                         r_refdef.viewcache.world_novis = true;
440                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
441                         {
442                                 // if leaf is in current pvs and on the screen, mark its surfaces
443                                 if (!R_CullBox(leaf->mins, leaf->maxs))
444                                 {
445                                         r_refdef.stats.world_leafs++;
446                                         r_refdef.viewcache.world_leafvisible[j] = true;
447                                         if (leaf->numleafsurfaces)
448                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
449                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
450                                 }
451                         }
452                 }
453                 // if the user prefers to disable portal culling (testing?), simply
454                 // use all on-screen leafs that are in the pvs.
455                 else if (!r_useportalculling.integer)
456                 {
457                         // pvs method:
458                         // simply check if each leaf is in the Potentially Visible Set,
459                         // and cull to frustum (view pyramid)
460                         // similar to quake's RecursiveWorldNode but without cache misses
461                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
462                         {
463                                 // if leaf is in current pvs and on the screen, mark its surfaces
464                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
465                                 {
466                                         r_refdef.stats.world_leafs++;
467                                         r_refdef.viewcache.world_leafvisible[j] = true;
468                                         if (leaf->numleafsurfaces)
469                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
470                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
471                                 }
472                         }
473                 }
474                 // otherwise use a recursive portal flow, culling each portal to
475                 // frustum and checking if the leaf the portal leads to is in the pvs
476                 else
477                 {
478                         int leafstackpos;
479                         mportal_t *p;
480                         mleaf_t *leafstack[8192];
481                         // simple-frustum portal method:
482                         // follows portals leading outward from viewleaf, does not venture
483                         // offscreen or into leafs that are not visible, faster than
484                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
485                         // often culls some surfaces that pvs alone would miss
486                         // (such as a room in pvs that is hidden behind a wall, but the
487                         //  passage leading to the room is off-screen)
488                         leafstack[0] = viewleaf;
489                         leafstackpos = 1;
490                         while (leafstackpos)
491                         {
492                                 leaf = leafstack[--leafstackpos];
493                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
494                                         continue;
495                                 r_refdef.stats.world_leafs++;
496                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
497                                 // mark any surfaces bounding this leaf
498                                 if (leaf->numleafsurfaces)
499                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
500                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
501                                 // follow portals into other leafs
502                                 // the checks are:
503                                 // if viewer is behind portal (portal faces outward into the scene)
504                                 // and the portal polygon's bounding box is on the screen
505                                 // and the leaf has not been visited yet
506                                 // and the leaf is visible in the pvs
507                                 // (the first two checks won't cause as many cache misses as the leaf checks)
508                                 for (p = leaf->portals;p;p = p->next)
509                                 {
510                                         r_refdef.stats.world_portals++;
511                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
512                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
513                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
514                                          && !R_CullBox(p->mins, p->maxs)
515                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
516                                                 leafstack[leafstackpos++] = p->past;
517                                 }
518                         }
519                 }
520         }
521 }
522
523 void R_Q1BSP_DrawSky(entity_render_t *ent)
524 {
525         if (ent->model == NULL)
526                 return;
527         if (ent == r_refdef.scene.worldentity)
528                 R_DrawWorldSurfaces(true, true, false, false, false);
529         else
530                 R_DrawModelSurfaces(ent, true, true, false, false, false);
531 }
532
533 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
534 {
535         model_t *model = ent->model;
536         if (model == NULL)
537                 return;
538         if (ent == r_refdef.scene.worldentity)
539                 R_DrawWorldSurfaces(false, false, false, true, false);
540         else
541                 R_DrawModelSurfaces(ent, false, false, false, true, false);
542 }
543
544 void R_Q1BSP_Draw(entity_render_t *ent)
545 {
546         model_t *model = ent->model;
547         if (model == NULL)
548                 return;
549         if (ent == r_refdef.scene.worldentity)
550                 R_DrawWorldSurfaces(false, true, false, false, false);
551         else
552                 R_DrawModelSurfaces(ent, false, true, false, false, false);
553 }
554
555 void R_Q1BSP_DrawDepth(entity_render_t *ent)
556 {
557         model_t *model = ent->model;
558         if (model == NULL)
559                 return;
560         GL_ColorMask(0,0,0,0);
561         GL_Color(1,1,1,1);
562         GL_DepthTest(true);
563         GL_BlendFunc(GL_ONE, GL_ZERO);
564         GL_DepthMask(true);
565         GL_AlphaTest(false);
566         R_Mesh_ColorPointer(NULL, 0, 0);
567         R_Mesh_ResetTextureState();
568         R_SetupDepthOrShadowShader();
569         if (ent == r_refdef.scene.worldentity)
570                 R_DrawWorldSurfaces(false, false, true, false, false);
571         else
572                 R_DrawModelSurfaces(ent, false, false, true, false, false);
573         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
574 }
575
576 void R_Q1BSP_DrawDebug(entity_render_t *ent)
577 {
578         if (ent->model == NULL)
579                 return;
580         if (ent == r_refdef.scene.worldentity)
581                 R_DrawWorldSurfaces(false, false, false, false, true);
582         else
583                 R_DrawModelSurfaces(ent, false, false, false, false, true);
584 }
585
586 typedef struct r_q1bsp_getlightinfo_s
587 {
588         model_t *model;
589         vec3_t relativelightorigin;
590         float lightradius;
591         int *outleaflist;
592         unsigned char *outleafpvs;
593         int outnumleafs;
594         int *outsurfacelist;
595         unsigned char *outsurfacepvs;
596         unsigned char *tempsurfacepvs;
597         unsigned char *outshadowtrispvs;
598         unsigned char *outlighttrispvs;
599         int outnumsurfaces;
600         vec3_t outmins;
601         vec3_t outmaxs;
602         vec3_t lightmins;
603         vec3_t lightmaxs;
604         const unsigned char *pvs;
605         qboolean svbsp_active;
606         qboolean svbsp_insertoccluder;
607 }
608 r_q1bsp_getlightinfo_t;
609
610 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
611 {
612         int sides;
613         mleaf_t *leaf;
614         for (;;)
615         {
616                 mplane_t *plane = node->plane;
617                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
618                 //      return;
619                 if (!plane)
620                         break;
621                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
622                 //      return;
623                 if (plane->type < 3)
624                 {
625                         if (info->lightmins[plane->type] > plane->dist)
626                                 node = node->children[0];
627                         else if (info->lightmaxs[plane->type] < plane->dist)
628                                 node = node->children[1];
629                         else if (info->relativelightorigin[plane->type] >= plane->dist)
630                         {
631                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
632                                 node = node->children[1];
633                         }
634                         else
635                         {
636                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
637                                 node = node->children[0];
638                         }
639                 }
640                 else
641                 {
642                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
643                         if (sides == 3)
644                         {
645                                 // recurse front side first because the svbsp building prefers it
646                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
647                                 {
648                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
649                                         node = node->children[1];
650                                 }
651                                 else
652                                 {
653                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
654                                         node = node->children[0];
655                                 }
656                         }
657                         else if (sides == 0)
658                                 return; // ERROR: NAN bounding box!
659                         else
660                                 node = node->children[sides - 1];
661                 }
662         }
663         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
664                 return;
665         leaf = (mleaf_t *)node;
666         if (info->svbsp_active)
667         {
668                 int i;
669                 mportal_t *portal;
670                 double points[128][3];
671                 for (portal = leaf->portals;portal;portal = portal->next)
672                 {
673                         for (i = 0;i < portal->numpoints;i++)
674                                 VectorCopy(portal->points[i].position, points[i]);
675                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
676                                 break;
677                 }
678                 if (portal == NULL)
679                         return; // no portals of this leaf visible
680         }
681         else
682         {
683                 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
684                         return;
685         }
686         // inserting occluders does not alter the leaf info
687         if (!info->svbsp_insertoccluder)
688         {
689                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
690                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
691                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
692                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
693                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
694                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
695                 if (info->outleafpvs)
696                 {
697                         int leafindex = leaf - info->model->brush.data_leafs;
698                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
699                         {
700                                 SETPVSBIT(info->outleafpvs, leafindex);
701                                 info->outleaflist[info->outnumleafs++] = leafindex;
702                         }
703                 }
704         }
705         if (info->outsurfacepvs)
706         {
707                 int leafsurfaceindex;
708                 int surfaceindex;
709                 int triangleindex, t;
710                 msurface_t *surface;
711                 const int *e;
712                 const vec_t *v[3];
713                 double v2[3][3];
714                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
715                 {
716                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
717                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
718                         {
719                                 surface = info->model->data_surfaces + surfaceindex;
720                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
721                                  && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
722                                 {
723                                         qboolean addedtris = false;
724                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
725                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
726                                         {
727                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
728                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
729                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
730                                                 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
731                                                 {
732                                                         if (info->svbsp_insertoccluder)
733                                                         {
734                                                                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
735                                                                         continue;
736                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
737                                                                         continue;
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], true, NULL, NULL, 0) & 2))
742                                                                         continue;
743                                                                 addedtris = true;
744                                                         }
745                                                         else
746                                                         {
747                                                                 if (info->svbsp_active)
748                                                                 {
749                                                                         VectorCopy(v[0], v2[0]);
750                                                                         VectorCopy(v[1], v2[1]);
751                                                                         VectorCopy(v[2], v2[2]);
752                                                                         if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
753                                                                                 continue;
754                                                                 }
755                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
756                                                                 {
757                                                                         // if the material is double sided we
758                                                                         // can't cull by direction
759                                                                         SETPVSBIT(info->outlighttrispvs, t);
760                                                                         addedtris = true;
761                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
762                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
763                                                                 }
764                                                                 else if (r_shadow_frontsidecasting.integer)
765                                                                 {
766                                                                         // front side casting occludes backfaces,
767                                                                         // so they are completely useless as both
768                                                                         // casters and lit polygons
769                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
770                                                                                 continue;
771                                                                         SETPVSBIT(info->outlighttrispvs, t);
772                                                                         addedtris = true;
773                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
774                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
775                                                                 }
776                                                                 else
777                                                                 {
778                                                                         // back side casting does not occlude
779                                                                         // anything so we can't cull lit polygons
780                                                                         SETPVSBIT(info->outlighttrispvs, t);
781                                                                         addedtris = true;
782                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
783                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
784                                                                 }
785                                                         }
786                                                 }
787                                         }
788                                         if (addedtris)
789                                         {
790                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
791                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
792                                         }
793                                 }
794                         }
795                 }
796         }
797 }
798
799 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
800 {
801         if (use_svbsp)
802         {
803                 double origin[3];
804                 VectorCopy(info->relativelightorigin, origin);
805                 if (!r_svbsp.nodes)
806                 {
807                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
808                         r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
809                 }
810                 info->svbsp_active = true;
811                 info->svbsp_insertoccluder = true;
812                 for (;;)
813                 {
814                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
815                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
816                         // if that failed, retry with more nodes
817                         if (r_svbsp.ranoutofnodes)
818                         {
819                                 // an upper limit is imposed
820                                 if (r_svbsp.maxnodes >= 2<<22)
821                                         break;
822                                 Mem_Free(r_svbsp.nodes);
823                                 r_svbsp.maxnodes *= 2;
824                                 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
825                         }
826                         else
827                                 break;
828                 }
829                 // now clear the surfacepvs array because we need to redo it
830                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
831                 info->outnumsurfaces = 0;
832         }
833         else
834                 info->svbsp_active = false;
835
836         // we HAVE to mark the leaf the light is in as lit, because portals are
837         // irrelevant to a leaf that the light source is inside of
838         // (and they are all facing away, too)
839         {
840                 mnode_t *node = info->model->brush.data_nodes;
841                 mleaf_t *leaf;
842                 while (node->plane)
843                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
844                 leaf = (mleaf_t *)node;
845                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
846                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
847                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
848                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
849                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
850                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
851                 if (info->outleafpvs)
852                 {
853                         int leafindex = leaf - info->model->brush.data_leafs;
854                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
855                         {
856                                 SETPVSBIT(info->outleafpvs, leafindex);
857                                 info->outleaflist[info->outnumleafs++] = leafindex;
858                         }
859                 }
860         }
861
862         info->svbsp_insertoccluder = false;
863         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
864         if (developer.integer >= 100 && use_svbsp)
865         {
866                 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
867                 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);
868                 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);
869         }
870 }
871
872 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)
873 {
874         r_q1bsp_getlightinfo_t info;
875         VectorCopy(relativelightorigin, info.relativelightorigin);
876         info.lightradius = lightradius;
877         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
878         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
879         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
880         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
881         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
882         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
883         if (ent->model == NULL)
884         {
885                 VectorCopy(info.lightmins, outmins);
886                 VectorCopy(info.lightmaxs, outmaxs);
887                 *outnumleafspointer = 0;
888                 *outnumsurfacespointer = 0;
889                 return;
890         }
891         info.model = ent->model;
892         info.outleaflist = outleaflist;
893         info.outleafpvs = outleafpvs;
894         info.outnumleafs = 0;
895         info.outsurfacelist = outsurfacelist;
896         info.outsurfacepvs = outsurfacepvs;
897         info.outshadowtrispvs = outshadowtrispvs;
898         info.outlighttrispvs = outlighttrispvs;
899         info.outnumsurfaces = 0;
900         VectorCopy(info.relativelightorigin, info.outmins);
901         VectorCopy(info.relativelightorigin, info.outmaxs);
902         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
903         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
904         if (info.model->brush.shadowmesh)
905                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
906         else
907                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
908         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
909         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
910                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
911         else
912                 info.pvs = NULL;
913         R_UpdateAllTextureInfo(ent);
914
915         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
916         {
917                 // use portal recursion for exact light volume culling, and exact surface checking
918                 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);
919         }
920         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
921         {
922                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
923                 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);
924         }
925         else
926         {
927                 // recurse the bsp tree, checking leafs and surfaces for visibility
928                 // optionally using svbsp for exact culling of compiled lights
929                 // (or if the user enables dlight svbsp culling, which is mostly for
930                 //  debugging not actual use)
931                 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
932         }
933
934         // limit combined leaf box to light boundaries
935         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
936         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
937         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
938         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
939         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
940         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
941
942         *outnumleafspointer = info.outnumleafs;
943         *outnumsurfacespointer = info.outnumsurfaces;
944 }
945
946 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
947 {
948         model_t *model = ent->model;
949         msurface_t *surface;
950         int surfacelistindex;
951         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
952         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
953         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
954         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
955         {
956                 surface = model->data_surfaces + surfacelist[surfacelistindex];
957                 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
958                         continue;
959                 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);
960         }
961         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);
962         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
963 }
964
965 extern cvar_t r_polygonoffset_submodel_factor;
966 extern cvar_t r_polygonoffset_submodel_offset;
967 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)
968 {
969         model_t *model = ent->model;
970         msurface_t *surface;
971         int modelsurfacelistindex;
972         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
973         // check the box in modelspace, it was already checked in worldspace
974         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
975                 return;
976         R_UpdateAllTextureInfo(ent);
977         if (ent->model->brush.submodel)
978                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
979         if (model->brush.shadowmesh)
980         {
981                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
982                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
983                 {
984                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
985                         if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
986                                 continue;
987                         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);
988                 }
989                 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);
990         }
991         else
992         {
993                 projectdistance = lightradius + model->radius*2;
994                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
995                 // identify lit faces within the bounding box
996                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
997                 {
998                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
999                         rsurface.texture = surface->texture->currentframe;
1000                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1001                                 continue;
1002                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1003                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1004                 }
1005                 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);
1006         }
1007         if (ent->model->brush.submodel)
1008                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1009 }
1010
1011 #define BATCHSIZE 1024
1012
1013 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1014 {
1015         int i, j, endsurface;
1016         texture_t *t;
1017         msurface_t *surface;
1018         // note: in practice this never actually receives batches), oh well
1019         R_Shadow_RenderMode_Begin();
1020         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
1021         R_Shadow_RenderMode_Lighting(false, true);
1022         R_Shadow_SetupEntityLight(ent);
1023         for (i = 0;i < numsurfaces;i = j)
1024         {
1025                 j = i + 1;
1026                 surface = rsurface.modelsurfaces + surfacelist[i];
1027                 t = surface->texture;
1028                 R_UpdateTextureInfo(ent, t);
1029                 rsurface.texture = t->currentframe;
1030                 endsurface = min(j + BATCHSIZE, numsurfaces);
1031                 for (j = i;j < endsurface;j++)
1032                 {
1033                         surface = rsurface.modelsurfaces + surfacelist[j];
1034                         if (t != surface->texture)
1035                                 break;
1036                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1037                         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));
1038                 }
1039         }
1040         R_Shadow_RenderMode_End();
1041 }
1042
1043 #define RSURF_MAX_BATCHSURFACES 8192
1044
1045 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
1046 {
1047         model_t *model = ent->model;
1048         msurface_t *surface;
1049         int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1050         qboolean usebufferobject, culltriangles;
1051         const int *element3i;
1052         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1053         int batchelements[BATCHSIZE*3];
1054         texture_t *tex;
1055         CHECKGLERROR
1056         R_UpdateAllTextureInfo(ent);
1057         culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
1058         element3i = rsurface.modelelement3i;
1059         // this is a double loop because non-visible surface skipping has to be
1060         // fast, and even if this is not the world model (and hence no visibility
1061         // checking) the input surface list and batch buffer are different formats
1062         // so some processing is necessary.  (luckily models have few surfaces)
1063         for (i = 0;i < numsurfaces;)
1064         {
1065                 batchnumsurfaces = 0;
1066                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1067                 if (ent == r_refdef.scene.worldentity)
1068                 {
1069                         for (;i < endsurface;i++)
1070                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1071                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1072                 }
1073                 else
1074                 {
1075                         for (;i < endsurface;i++)
1076                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1077                 }
1078                 if (!batchnumsurfaces)
1079                         continue;
1080                 for (k = 0;k < batchnumsurfaces;k = kend)
1081                 {
1082                         surface = batchsurfacelist[k];
1083                         tex = surface->texture;
1084                         rsurface.texture = tex->currentframe;
1085                         // gather surfaces into a batch range
1086                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1087                                 ;
1088                         // now figure out what to do with this particular range of surfaces
1089                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1090                                 continue;
1091                         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
1092                                 continue;
1093                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1094                         {
1095                                 vec3_t tempcenter, center;
1096                                 for (l = k;l < kend;l++)
1097                                 {
1098                                         surface = batchsurfacelist[l];
1099                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1100                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1101                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1102                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1103                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1104                                 }
1105                                 continue;
1106                         }
1107                         batchnumtriangles = 0;
1108                         batchfirsttriangle = surface->num_firsttriangle;
1109                         for (l = k;l < kend;l++)
1110                         {
1111                                 surface = batchsurfacelist[l];
1112                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1113                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1114                                 {
1115                                         if (trispvs)
1116                                         {
1117                                                 if (!CHECKPVSBIT(trispvs, m))
1118                                                 {
1119                                                         usebufferobject = false;
1120                                                         continue;
1121                                                 }
1122                                         }
1123                                         else if (culltriangles)
1124                                         {
1125                                                 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))
1126                                                 {
1127                                                         usebufferobject = false;
1128                                                         continue;
1129                                                 }
1130                                         }
1131                                         if (batchnumtriangles >= BATCHSIZE)
1132                                         {
1133                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1134                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1135                                                 // use the element buffer if all triangles are consecutive
1136                                                 if (m == batchfirsttriangle + batchnumtriangles)
1137                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
1138                                                 else
1139                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1140                                                 usebufferobject = true;
1141                                                 batchnumtriangles = 0;
1142                                                 batchfirsttriangle = m;
1143                                         }
1144                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1145                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1146                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1147                                         batchnumtriangles++;
1148                                 }
1149                         }
1150                         if (batchnumtriangles > 0)
1151                         {
1152                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1153                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1154                                 // use the element buffer if all triangles are consecutive
1155                                 if (m == batchfirsttriangle + batchnumtriangles)
1156                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
1157                                 else
1158                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1159                         }
1160                 }
1161         }
1162 }
1163
1164 //Made by [515]
1165 void R_ReplaceWorldTexture (void)
1166 {
1167         model_t         *m;
1168         texture_t       *t;
1169         int                     i;
1170         const char      *r, *newt;
1171         skinframe_t *skinframe;
1172         if (!r_refdef.scene.worldmodel)
1173         {
1174                 Con_Printf("There is no worldmodel\n");
1175                 return;
1176         }
1177         m = r_refdef.scene.worldmodel;
1178
1179         if(Cmd_Argc() < 2)
1180         {
1181                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1182                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1183                 return;
1184         }
1185         if(!cl.islocalgame || !cl.worldmodel)
1186         {
1187                 Con_Print("This command works only in singleplayer\n");
1188                 return;
1189         }
1190         r = Cmd_Argv(1);
1191         newt = Cmd_Argv(2);
1192         if(!newt[0])
1193                 newt = r;
1194         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1195         {
1196                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1197                 {
1198                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
1199                         {
1200 //                              t->skinframes[0] = skinframe;
1201                                 t->currentskinframe = skinframe;
1202                                 t->currentskinframe = skinframe;
1203                                 Con_Printf("%s replaced with %s\n", r, newt);
1204                         }
1205                         else
1206                         {
1207                                 Con_Printf("%s was not found\n", newt);
1208                                 return;
1209                         }
1210                 }
1211         }
1212 }
1213
1214 //Made by [515]
1215 void R_ListWorldTextures (void)
1216 {
1217         model_t         *m;
1218         texture_t       *t;
1219         int                     i;
1220         if (!r_refdef.scene.worldmodel)
1221         {
1222                 Con_Printf("There is no worldmodel\n");
1223                 return;
1224         }
1225         m = r_refdef.scene.worldmodel;
1226
1227         Con_Print("Worldmodel textures :\n");
1228         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1229                 if (t->numskinframes)
1230                         Con_Printf("%s\n", t->name);
1231 }
1232
1233 #if 0
1234 static void gl_surf_start(void)
1235 {
1236 }
1237
1238 static void gl_surf_shutdown(void)
1239 {
1240 }
1241
1242 static void gl_surf_newmap(void)
1243 {
1244 }
1245 #endif
1246
1247 void GL_Surf_Init(void)
1248 {
1249
1250         Cvar_RegisterVariable(&r_ambient);
1251         Cvar_RegisterVariable(&r_lockpvs);
1252         Cvar_RegisterVariable(&r_lockvisibility);
1253         Cvar_RegisterVariable(&r_useportalculling);
1254         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1255
1256         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1257         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1258
1259         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1260 }
1261