WarpZones:
[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 #include "csprogs.h"
26
27 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
28 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)"};
29 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)"};
30 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
31 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"};
32
33 /*
34 ===============
35 R_BuildLightMap
36
37 Combine and scale multiple lightmaps into the 8.8 format in blocklights
38 ===============
39 */
40 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
41 {
42         int smax, tmax, i, size, size3, maps, l;
43         int *bl, scale;
44         unsigned char *lightmap, *out, *stain;
45         dp_model_t *model = ent->model;
46         int *intblocklights;
47         unsigned char *templight;
48
49         smax = (surface->lightmapinfo->extents[0]>>4)+1;
50         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
51         size = smax*tmax;
52         size3 = size*3;
53
54         r_refdef.stats.lightmapupdatepixels += size;
55         r_refdef.stats.lightmapupdates++;
56
57         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
58         {
59                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
60                 if (cl.buildlightmapmemory)
61                         Mem_Free(cl.buildlightmapmemory);
62                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
63         }
64
65         // these both point at the same buffer, templight is only used for final
66         // processing and can replace the intblocklights data as it goes
67         intblocklights = (int *)cl.buildlightmapmemory;
68         templight = (unsigned char *)cl.buildlightmapmemory;
69
70         // update cached lighting info
71         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
72
73         lightmap = surface->lightmapinfo->samples;
74
75 // set to full bright if no light data
76         bl = intblocklights;
77         if (!model->brushq1.lightdata)
78         {
79                 for (i = 0;i < size3;i++)
80                         bl[i] = 128*256;
81         }
82         else
83         {
84 // clear to no light
85                 memset(bl, 0, size3*sizeof(*bl));
86
87 // add all the lightmaps
88                 if (lightmap)
89                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
90                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
91                                         bl[i] += lightmap[i] * scale;
92         }
93
94         stain = surface->lightmapinfo->stainsamples;
95         bl = intblocklights;
96         out = templight;
97         // the >> 16 shift adjusts down 8 bits to account for the stainmap
98         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
99         // be doubled during rendering to achieve 2x overbright
100         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
101         if (stain)
102         {
103                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
104                 {
105                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
106                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
107                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
108                         out[3] = 255;
109                 }
110         }
111         else
112         {
113                 for (i = 0;i < size;i++, bl += 3, out += 4)
114                 {
115                         l = bl[0] >> 8;out[2] = min(l, 255);
116                         l = bl[1] >> 8;out[1] = min(l, 255);
117                         l = bl[2] >> 8;out[0] = min(l, 255);
118                         out[3] = 255;
119                 }
120         }
121
122         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
123
124         // update the surface's deluxemap if it has one
125         if (surface->deluxemaptexture != r_texture_blanknormalmap)
126         {
127                 vec3_t n;
128                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
129                 lightmap = surface->lightmapinfo->samples;
130                 // clear to no normalmap
131                 bl = intblocklights;
132                 memset(bl, 0, size3*sizeof(*bl));
133                 // add all the normalmaps
134                 if (lightmap && normalmap)
135                 {
136                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
137                         {
138                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
139                                 {
140                                         // add the normalmap with weighting proportional to the style's lightmap intensity
141                                         l = (int)(VectorLength(lightmap + i*3) * scale);
142                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
143                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
144                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
145                                 }
146                         }
147                 }
148                 bl = intblocklights;
149                 out = templight;
150                 // we simply renormalize the weighted normals to get a valid deluxemap
151                 for (i = 0;i < size;i++, bl += 3, out += 4)
152                 {
153                         VectorCopy(bl, n);
154                         VectorNormalize(n);
155                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
156                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
157                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
158                         out[3] = 255;
159                 }
160                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
161         }
162 }
163
164 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
165 {
166         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
167         msurface_t *surface, *endsurface;
168         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
169         unsigned char *bl;
170         vec3_t impact;
171
172         maxdist = radius * radius;
173         invradius = 1.0f / radius;
174
175 loc0:
176         if (!node->plane)
177                 return;
178         ndist = PlaneDiff(origin, node->plane);
179         if (ndist > radius)
180         {
181                 node = node->children[0];
182                 goto loc0;
183         }
184         if (ndist < -radius)
185         {
186                 node = node->children[1];
187                 goto loc0;
188         }
189
190         dist2 = ndist * ndist;
191         maxdist3 = maxdist - dist2;
192
193         if (node->plane->type < 3)
194         {
195                 VectorCopy(origin, impact);
196                 impact[node->plane->type] -= ndist;
197         }
198         else
199         {
200                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
201                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
202                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
203         }
204
205         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
206         {
207                 if (surface->lightmapinfo->stainsamples)
208                 {
209                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
210                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
211
212                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
213                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
214
215                         s = bound(0, impacts, smax * 16) - impacts;
216                         t = bound(0, impactt, tmax * 16) - impactt;
217                         i = (int)(s * s + t * t + dist2);
218                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
219                                 continue;
220
221                         // reduce calculations
222                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
223                                 sdtable[s] = i * i + dist2;
224
225                         bl = surface->lightmapinfo->stainsamples;
226                         smax3 = smax * 3;
227                         stained = false;
228
229                         i = impactt;
230                         for (t = 0;t < tmax;t++, i -= 16)
231                         {
232                                 td = i * i;
233                                 // make sure some part of it is visible on this line
234                                 if (td < maxdist3)
235                                 {
236                                         maxdist2 = maxdist - td;
237                                         for (s = 0;s < smax;s++)
238                                         {
239                                                 if (sdtable[s] < maxdist2)
240                                                 {
241                                                         ratio = lhrandom(0.0f, 1.0f);
242                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
243                                                         if (a >= (1.0f / 64.0f))
244                                                         {
245                                                                 if (a > 1)
246                                                                         a = 1;
247                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
248                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
249                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
250                                                                 stained = true;
251                                                         }
252                                                 }
253                                                 bl += 3;
254                                         }
255                                 }
256                                 else // skip line
257                                         bl += smax3;
258                         }
259                         // force lightmap upload
260                         if (stained)
261                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
262                 }
263         }
264
265         if (node->children[0]->plane)
266         {
267                 if (node->children[1]->plane)
268                 {
269                         R_StainNode(node->children[0], model, origin, radius, fcolor);
270                         node = node->children[1];
271                         goto loc0;
272                 }
273                 else
274                 {
275                         node = node->children[0];
276                         goto loc0;
277                 }
278         }
279         else if (node->children[1]->plane)
280         {
281                 node = node->children[1];
282                 goto loc0;
283         }
284 }
285
286 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)
287 {
288         int n;
289         float fcolor[8];
290         entity_render_t *ent;
291         dp_model_t *model;
292         vec3_t org;
293         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
294                 return;
295         fcolor[0] = cr1;
296         fcolor[1] = cg1;
297         fcolor[2] = cb1;
298         fcolor[3] = ca1 * (1.0f / 64.0f);
299         fcolor[4] = cr2 - cr1;
300         fcolor[5] = cg2 - cg1;
301         fcolor[6] = cb2 - cb1;
302         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
303
304         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
305
306         // look for embedded bmodels
307         for (n = 0;n < cl.num_brushmodel_entities;n++)
308         {
309                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
310                 model = ent->model;
311                 if (model && model->name[0] == '*')
312                 {
313                         if (model->brush.data_nodes)
314                         {
315                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
316                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
317                         }
318                 }
319         }
320 }
321
322
323 /*
324 =============================================================
325
326         BRUSH MODELS
327
328 =============================================================
329 */
330
331 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
332 {
333         // due to the hacky nature of this function's parameters, this is never
334         // called with a batch, so numsurfaces is always 1, and the surfacelist
335         // contains only a leaf number for coloring purposes
336         const mportal_t *portal = (mportal_t *)ent;
337         qboolean isvis;
338         int i, numpoints;
339         float *v;
340         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
341         CHECKGLERROR
342         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
343         GL_DepthMask(false);
344         GL_DepthRange(0, 1);
345         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
346         GL_DepthTest(true);
347         GL_CullFace(GL_NONE);
348         R_EntityMatrix(&identitymatrix);
349
350         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
351
352         R_Mesh_VertexPointer(vertex3f, 0, 0);
353         R_Mesh_ColorPointer(NULL, 0, 0);
354         R_Mesh_ResetTextureState();
355         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
356
357         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
358
359         i = surfacelist[0] >> 1;
360         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
362                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
363                          isvis ? 0.125f : 0.03125f);
364         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
365                 VectorCopy(portal->points[i].position, v);
366         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
367 }
368
369 // LordHavoc: this is just a nice debugging tool, very slow
370 void R_DrawPortals(void)
371 {
372         int i, leafnum;
373         mportal_t *portal;
374         float center[3], f;
375         dp_model_t *model = r_refdef.scene.worldmodel;
376         if (model == NULL)
377                 return;
378         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
379         {
380                 if (r_refdef.viewcache.world_leafvisible[leafnum])
381                 {
382                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
383                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
384                         {
385                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
386                                 if (!R_CullBox(portal->mins, portal->maxs))
387                                 {
388                                         VectorClear(center);
389                                         for (i = 0;i < portal->numpoints;i++)
390                                                 VectorAdd(center, portal->points[i].position, center);
391                                         f = ixtable[portal->numpoints];
392                                         VectorScale(center, f, center);
393                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
394                                 }
395                         }
396                 }
397         }
398 }
399
400 void R_View_WorldVisibility(qboolean forcenovis)
401 {
402         int i, j, *mark;
403         mleaf_t *leaf;
404         mleaf_t *viewleaf;
405         dp_model_t *model = r_refdef.scene.worldmodel;
406
407         if (!model)
408                 return;
409
410         if (r_refdef.view.usecustompvs)
411         {
412                 // clear the visible surface and leaf flags arrays
413                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
414                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
415                 r_refdef.viewcache.world_novis = false;
416
417                 // simply cull each marked leaf to the frustum (view pyramid)
418                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
419                 {
420                         // if leaf is in current pvs and on the screen, mark its surfaces
421                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
422                         {
423                                 r_refdef.stats.world_leafs++;
424                                 r_refdef.viewcache.world_leafvisible[j] = true;
425                                 if (leaf->numleafsurfaces)
426                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
427                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
428                         }
429                 }
430                 return;
431         }
432
433         // if possible find the leaf the view origin is in
434         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
435         // if possible fetch the visible cluster bits
436         if (!r_lockpvs.integer && model->brush.FatPVS)
437                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
438
439         if (!r_lockvisibility.integer)
440         {
441                 // clear the visible surface and leaf flags arrays
442                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
443                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
444
445                 r_refdef.viewcache.world_novis = false;
446
447                 // if floating around in the void (no pvs data available, and no
448                 // portals available), simply use all on-screen leafs.
449                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
450                 {
451                         // no visibility method: (used when floating around in the void)
452                         // simply cull each leaf to the frustum (view pyramid)
453                         // similar to quake's RecursiveWorldNode but without cache misses
454                         r_refdef.viewcache.world_novis = true;
455                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
456                         {
457                                 // if leaf is in current pvs and on the screen, mark its surfaces
458                                 if (!R_CullBox(leaf->mins, leaf->maxs))
459                                 {
460                                         r_refdef.stats.world_leafs++;
461                                         r_refdef.viewcache.world_leafvisible[j] = true;
462                                         if (leaf->numleafsurfaces)
463                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
464                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
465                                 }
466                         }
467                 }
468                 // just check if each leaf in the PVS is on screen
469                 // (unless portal culling is enabled)
470                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
471                 {
472                         // pvs method:
473                         // simply check if each leaf is in the Potentially Visible Set,
474                         // and cull to frustum (view pyramid)
475                         // similar to quake's RecursiveWorldNode but without cache misses
476                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
477                         {
478                                 // if leaf is in current pvs and on the screen, mark its surfaces
479                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
480                                 {
481                                         r_refdef.stats.world_leafs++;
482                                         r_refdef.viewcache.world_leafvisible[j] = true;
483                                         if (leaf->numleafsurfaces)
484                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
485                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
486                                 }
487                         }
488                 }
489                 // if desired use a recursive portal flow, culling each portal to
490                 // frustum and checking if the leaf the portal leads to is in the pvs
491                 else
492                 {
493                         int leafstackpos;
494                         mportal_t *p;
495                         mleaf_t *leafstack[8192];
496                         // simple-frustum portal method:
497                         // follows portals leading outward from viewleaf, does not venture
498                         // offscreen or into leafs that are not visible, faster than
499                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
500                         // often culls some surfaces that pvs alone would miss
501                         // (such as a room in pvs that is hidden behind a wall, but the
502                         //  passage leading to the room is off-screen)
503                         leafstack[0] = viewleaf;
504                         leafstackpos = 1;
505                         while (leafstackpos)
506                         {
507                                 leaf = leafstack[--leafstackpos];
508                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
509                                         continue;
510                                 r_refdef.stats.world_leafs++;
511                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
512                                 // mark any surfaces bounding this leaf
513                                 if (leaf->numleafsurfaces)
514                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
515                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
516                                 // follow portals into other leafs
517                                 // the checks are:
518                                 // if viewer is behind portal (portal faces outward into the scene)
519                                 // and the portal polygon's bounding box is on the screen
520                                 // and the leaf has not been visited yet
521                                 // and the leaf is visible in the pvs
522                                 // (the first two checks won't cause as many cache misses as the leaf checks)
523                                 for (p = leaf->portals;p;p = p->next)
524                                 {
525                                         r_refdef.stats.world_portals++;
526                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
527                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
528                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
529                                          && !R_CullBox(p->mins, p->maxs)
530                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
531                                                 leafstack[leafstackpos++] = p->past;
532                                 }
533                         }
534                 }
535         }
536 }
537
538 void R_Q1BSP_DrawSky(entity_render_t *ent)
539 {
540         if (ent->model == NULL)
541                 return;
542         if (ent == r_refdef.scene.worldentity)
543                 R_DrawWorldSurfaces(true, true, false, false, false);
544         else
545                 R_DrawModelSurfaces(ent, true, true, false, false, false);
546 }
547
548 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
549 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
550 {
551         int i, j, n, flagsmask;
552         dp_model_t *model = ent->model;
553         msurface_t *surfaces;
554         if (model == NULL)
555                 return;
556
557         if (ent == r_refdef.scene.worldentity)
558                 RSurf_ActiveWorldEntity();
559         else
560                 RSurf_ActiveModelEntity(ent, false, false, false);
561
562         surfaces = model->data_surfaces;
563         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
564
565         // add visible surfaces to draw list
566         if (ent == r_refdef.scene.worldentity)
567         {
568                 for (i = 0;i < model->nummodelsurfaces;i++)
569                 {
570                         j = model->sortedmodelsurfaces[i];
571                         if (r_refdef.viewcache.world_surfacevisible[j])
572                                 if (surfaces[j].texture->basematerialflags & flagsmask)
573                                         R_Water_AddWaterPlane(surfaces + j, 0);
574                 }
575         }
576         else
577         {
578                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
579                         n = ent->entitynumber;
580                 else
581                         n = 0;
582                 for (i = 0;i < model->nummodelsurfaces;i++)
583                 {
584                         j = model->sortedmodelsurfaces[i];
585                         if (surfaces[j].texture->basematerialflags & flagsmask)
586                                 R_Water_AddWaterPlane(surfaces + j, n);
587                 }
588         }
589         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
590 }
591
592 void R_Q1BSP_Draw(entity_render_t *ent)
593 {
594         dp_model_t *model = ent->model;
595         if (model == NULL)
596                 return;
597         if (ent == r_refdef.scene.worldentity)
598                 R_DrawWorldSurfaces(false, true, false, false, false);
599         else
600                 R_DrawModelSurfaces(ent, false, true, false, false, false);
601 }
602
603 void R_Q1BSP_DrawDepth(entity_render_t *ent)
604 {
605         dp_model_t *model = ent->model;
606         if (model == NULL)
607                 return;
608         GL_ColorMask(0,0,0,0);
609         GL_Color(1,1,1,1);
610         GL_DepthTest(true);
611         GL_BlendFunc(GL_ONE, GL_ZERO);
612         GL_DepthMask(true);
613         GL_AlphaTest(false);
614         R_Mesh_ColorPointer(NULL, 0, 0);
615         R_Mesh_ResetTextureState();
616         R_SetupShader_DepthOrShadow();
617         if (ent == r_refdef.scene.worldentity)
618                 R_DrawWorldSurfaces(false, false, true, false, false);
619         else
620                 R_DrawModelSurfaces(ent, false, false, true, false, false);
621         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
622 }
623
624 void R_Q1BSP_DrawDebug(entity_render_t *ent)
625 {
626         if (ent->model == NULL)
627                 return;
628         if (ent == r_refdef.scene.worldentity)
629                 R_DrawWorldSurfaces(false, false, false, true, false);
630         else
631                 R_DrawModelSurfaces(ent, false, false, false, true, false);
632 }
633
634 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
635 {
636         dp_model_t *model = ent->model;
637         if (model == NULL)
638                 return;
639         if (ent == r_refdef.scene.worldentity)
640                 R_DrawWorldSurfaces(false, true, false, false, true);
641         else
642                 R_DrawModelSurfaces(ent, false, true, false, false, true);
643 }
644
645 typedef struct r_q1bsp_getlightinfo_s
646 {
647         dp_model_t *model;
648         vec3_t relativelightorigin;
649         float lightradius;
650         int *outleaflist;
651         unsigned char *outleafpvs;
652         int outnumleafs;
653         unsigned char *visitingleafpvs;
654         int *outsurfacelist;
655         unsigned char *outsurfacepvs;
656         unsigned char *tempsurfacepvs;
657         unsigned char *outshadowtrispvs;
658         unsigned char *outlighttrispvs;
659         int outnumsurfaces;
660         vec3_t outmins;
661         vec3_t outmaxs;
662         vec3_t lightmins;
663         vec3_t lightmaxs;
664         const unsigned char *pvs;
665         qboolean svbsp_active;
666         qboolean svbsp_insertoccluder;
667         int numfrustumplanes;
668         const mplane_t *frustumplanes;
669 }
670 r_q1bsp_getlightinfo_t;
671
672 static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
673 {
674         int sides;
675         mleaf_t *leaf;
676         for (;;)
677         {
678                 mplane_t *plane = node->plane;
679                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
680                 //      return;
681                 if (!plane)
682                         break;
683                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
684                 //      return;
685                 if (plane->type < 3)
686                 {
687                         if (info->lightmins[plane->type] > plane->dist)
688                                 node = node->children[0];
689                         else if (info->lightmaxs[plane->type] < plane->dist)
690                                 node = node->children[1];
691                         else if (info->relativelightorigin[plane->type] >= plane->dist)
692                         {
693                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
694                                 node = node->children[1];
695                         }
696                         else
697                         {
698                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
699                                 node = node->children[0];
700                         }
701                 }
702                 else
703                 {
704                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
705                         if (sides == 3)
706                         {
707                                 // recurse front side first because the svbsp building prefers it
708                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
709                                 {
710                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
711                                         node = node->children[1];
712                                 }
713                                 else
714                                 {
715                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
716                                         node = node->children[0];
717                                 }
718                         }
719                         else if (sides == 0)
720                                 return; // ERROR: NAN bounding box!
721                         else
722                                 node = node->children[sides - 1];
723                 }
724         }
725         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
726                 return;
727         leaf = (mleaf_t *)node;
728         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
729                 return;
730         if (info->svbsp_active)
731         {
732                 int i;
733                 mportal_t *portal;
734                 static float points[128][3];
735                 for (portal = leaf->portals;portal;portal = portal->next)
736                 {
737                         for (i = 0;i < portal->numpoints;i++)
738                                 VectorCopy(portal->points[i].position, points[i]);
739                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
740                                 break;
741                 }
742                 if (portal == NULL)
743                         return; // no portals of this leaf visible
744         }
745         if (info->svbsp_insertoccluder)
746         {
747                 int leafsurfaceindex;
748                 int surfaceindex;
749                 int triangleindex, t;
750                 int currentmaterialflags;
751                 qboolean castshadow;
752                 msurface_t *surface;
753                 const int *e;
754                 const vec_t *v[3];
755                 float v2[3][3];
756                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
757                 {
758                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
759                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
760                         {
761                                 surface = info->model->data_surfaces + surfaceindex;
762                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
763                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
764                                 if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
765                                 {
766                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
767                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
768                                         {
769                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
770                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
771                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
772                                                 VectorCopy(v[0], v2[0]);
773                                                 VectorCopy(v[1], v2[1]);
774                                                 VectorCopy(v[2], v2[2]);
775                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
776                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
777                                         }
778                                 }
779                         }
780                 }
781                 return;
782         }
783         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
784         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
785         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
786         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
787         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
788         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
789         if (info->outleafpvs)
790         {
791                 int leafindex = leaf - info->model->brush.data_leafs;
792                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
793                 {
794                         SETPVSBIT(info->outleafpvs, leafindex);
795                         info->outleaflist[info->outnumleafs++] = leafindex;
796                 }
797         }
798         if (info->outsurfacepvs)
799         {
800                 int leafsurfaceindex;
801                 int surfaceindex;
802                 int triangleindex, t;
803                 int currentmaterialflags;
804                 qboolean castshadow;
805                 msurface_t *surface;
806                 const int *e;
807                 const vec_t *v[3];
808                 float v2[3][3];
809                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
810                 {
811                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
812                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
813                         {
814                                 surface = info->model->data_surfaces + surfaceindex;
815                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
816                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
817                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
818                                 {
819                                         qboolean addedtris = false;
820                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
821                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
822                                         {
823                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
824                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
825                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
826                                                 VectorCopy(v[0], v2[0]);
827                                                 VectorCopy(v[1], v2[1]);
828                                                 VectorCopy(v[2], v2[2]);
829                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
830                                                 {
831                                                         if (info->svbsp_active)
832                                                         {
833                                                                 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
834                                                                         continue;
835                                                         }
836                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
837                                                         {
838                                                                 // if the material is double sided we
839                                                                 // can't cull by direction
840                                                                 SETPVSBIT(info->outlighttrispvs, t);
841                                                                 addedtris = true;
842                                                                 if (castshadow)
843                                                                         SETPVSBIT(info->outshadowtrispvs, t);
844                                                         }
845 #if 0
846                                                         else if (r_shadow_frontsidecasting.integer)
847                                                         {
848                                                                 // front side casting occludes backfaces,
849                                                                 // so they are completely useless as both
850                                                                 // casters and lit polygons
851                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
852                                                                         continue;
853                                                                 SETPVSBIT(info->outlighttrispvs, t);
854                                                                 addedtris = true;
855                                                                 if (castshadow)
856                                                                         SETPVSBIT(info->outshadowtrispvs, t);
857                                                         }
858 #endif
859                                                         else
860                                                         {
861                                                                 // back side casting does not occlude
862                                                                 // anything so we can't cull lit polygons
863                                                                 SETPVSBIT(info->outlighttrispvs, t);
864                                                                 addedtris = true;
865                                                                 if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
866                                                                         SETPVSBIT(info->outshadowtrispvs, t);
867                                                         }
868                                                 }
869                                         }
870                                         if (addedtris)
871                                         {
872                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
873                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
874                                         }
875                                 }
876                         }
877                 }
878         }
879 }
880
881 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
882 {
883         if (use_svbsp)
884         {
885                 float origin[3];
886                 VectorCopy(info->relativelightorigin, origin);
887                 if (!r_svbsp.nodes)
888                 {
889                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
890                         r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
891                 }
892                 info->svbsp_active = true;
893                 info->svbsp_insertoccluder = true;
894                 for (;;)
895                 {
896                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
897                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
898                         // if that failed, retry with more nodes
899                         if (r_svbsp.ranoutofnodes)
900                         {
901                                 // an upper limit is imposed
902                                 if (r_svbsp.maxnodes >= 2<<22)
903                                         break;
904                                 Mem_Free(r_svbsp.nodes);
905                                 r_svbsp.maxnodes *= 2;
906                                 r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
907                         }
908                         else
909                                 break;
910                 }
911                 // now clear the surfacepvs array because we need to redo it
912                 //memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
913                 //info->outnumsurfaces = 0;
914         }
915         else
916                 info->svbsp_active = false;
917
918         // we HAVE to mark the leaf the light is in as lit, because portals are
919         // irrelevant to a leaf that the light source is inside of
920         // (and they are all facing away, too)
921         {
922                 mnode_t *node = info->model->brush.data_nodes;
923                 mleaf_t *leaf;
924                 while (node->plane)
925                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
926                 leaf = (mleaf_t *)node;
927                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
928                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
929                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
930                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
931                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
932                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
933                 if (info->outleafpvs)
934                 {
935                         int leafindex = leaf - info->model->brush.data_leafs;
936                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
937                         {
938                                 SETPVSBIT(info->outleafpvs, leafindex);
939                                 info->outleaflist[info->outnumleafs++] = leafindex;
940                         }
941                 }
942         }
943
944         info->svbsp_insertoccluder = false;
945         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
946         if (developer_extra.integer && use_svbsp)
947         {
948                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
949                 Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
950                 Con_DPrintf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
951         }
952 }
953
954 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
955 {
956         r_q1bsp_getlightinfo_t info;
957         VectorCopy(relativelightorigin, info.relativelightorigin);
958         info.lightradius = lightradius;
959         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
960         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
961         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
962         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
963         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
964         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
965         if (ent->model == NULL)
966         {
967                 VectorCopy(info.lightmins, outmins);
968                 VectorCopy(info.lightmaxs, outmaxs);
969                 *outnumleafspointer = 0;
970                 *outnumsurfacespointer = 0;
971                 return;
972         }
973         info.model = ent->model;
974         info.outleaflist = outleaflist;
975         info.outleafpvs = outleafpvs;
976         info.outnumleafs = 0;
977         info.visitingleafpvs = visitingleafpvs;
978         info.outsurfacelist = outsurfacelist;
979         info.outsurfacepvs = outsurfacepvs;
980         info.outshadowtrispvs = outshadowtrispvs;
981         info.outlighttrispvs = outlighttrispvs;
982         info.outnumsurfaces = 0;
983         info.numfrustumplanes = numfrustumplanes;
984         info.frustumplanes = frustumplanes;
985         VectorCopy(info.relativelightorigin, info.outmins);
986         VectorCopy(info.relativelightorigin, info.outmaxs);
987         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
988         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
989         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
990         if (info.model->brush.shadowmesh)
991                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
992         else
993                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
994         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
995         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
996                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
997         else
998                 info.pvs = NULL;
999         RSurf_ActiveWorldEntity();
1000
1001         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1002         {
1003                 // use portal recursion for exact light volume culling, and exact surface checking
1004                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1005         }
1006         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1007         {
1008                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1009                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1010         }
1011         else
1012         {
1013                 // recurse the bsp tree, checking leafs and surfaces for visibility
1014                 // optionally using svbsp for exact culling of compiled lights
1015                 // (or if the user enables dlight svbsp culling, which is mostly for
1016                 //  debugging not actual use)
1017                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1018         }
1019
1020         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1021
1022         // limit combined leaf box to light boundaries
1023         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1024         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1025         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1026         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1027         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1028         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1029
1030         *outnumleafspointer = info.outnumleafs;
1031         *outnumsurfacespointer = info.outnumsurfaces;
1032 }
1033
1034 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1035 {
1036         dp_model_t *model = ent->model;
1037         msurface_t *surface;
1038         int surfacelistindex;
1039         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1040         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1041         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1042         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1043         {
1044                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1045                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1046                         continue;
1047                 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);
1048         }
1049         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1050         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1051 }
1052
1053 extern cvar_t r_polygonoffset_submodel_factor;
1054 extern cvar_t r_polygonoffset_submodel_offset;
1055 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1056 {
1057         dp_model_t *model = ent->model;
1058         const msurface_t *surface;
1059         int modelsurfacelistindex;
1060         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1061         // check the box in modelspace, it was already checked in worldspace
1062         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1063                 return;
1064         if (ent->model->brush.submodel)
1065                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1066         if (model->brush.shadowmesh)
1067         {
1068                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1069                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1070                 {
1071                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1072                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1073                                 continue;
1074                         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);
1075                 }
1076                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1077         }
1078         else
1079         {
1080                 projectdistance = lightradius + model->radius*2;
1081                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1082                 // identify lit faces within the bounding box
1083                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1084                 {
1085                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1086                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1087                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1088                                 continue;
1089                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1090                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1091                 }
1092                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1093         }
1094         if (ent->model->brush.submodel)
1095                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1096 }
1097
1098 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1099 {
1100         dp_model_t *model = ent->model;
1101         msurface_t *surface;
1102         int surfacelistindex;
1103         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1104         int i;
1105         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1106         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1107         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1108         {
1109                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1110                 sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
1111         }
1112         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1113         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1114         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1115         for(i = 0;i<6;i++)
1116                 if(!sidetotals[i])
1117                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1118 }
1119
1120 #define RSURF_MAX_BATCHSURFACES 8192
1121
1122 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1123
1124 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
1125 {
1126         dp_model_t *model = ent->model;
1127         const msurface_t *surface;
1128         int modelsurfacelistindex, batchnumsurfaces;
1129         // check the box in modelspace, it was already checked in worldspace
1130         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1131                 return;
1132         // identify lit faces within the bounding box
1133         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1134         {
1135                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1136                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1137                         continue;
1138                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1139                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1140                         continue;
1141                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1142                         continue;
1143                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1144                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1145                 batchsurfacelist[0] = surface;
1146                 batchnumsurfaces = 1;
1147                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1148                 {
1149                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1150                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1151                                 continue;
1152                         if (surface->texture != batchsurfacelist[0]->texture)
1153                                 break;
1154                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1155                                 continue;
1156                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1157                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1158                         batchsurfacelist[batchnumsurfaces++] = surface;
1159                 }
1160                 --modelsurfacelistindex;
1161                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1162                 RSurf_PrepareVerticesForBatch(false, false, batchnumsurfaces, batchsurfacelist);
1163                 RSurf_DrawBatch_Simple(batchnumsurfaces, batchsurfacelist);
1164         }
1165 }
1166
1167 #define BATCHSIZE 1024
1168
1169 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1170 {
1171         int i, j, endsurface;
1172         texture_t *t;
1173         const msurface_t *surface;
1174         // note: in practice this never actually receives batches), oh well
1175         R_Shadow_RenderMode_Begin();
1176         R_Shadow_RenderMode_ActiveLight(rtlight);
1177         R_Shadow_RenderMode_Lighting(false, true, false);
1178         R_Shadow_SetupEntityLight(ent);
1179         for (i = 0;i < numsurfaces;i = j)
1180         {
1181                 j = i + 1;
1182                 surface = rsurface.modelsurfaces + surfacelist[i];
1183                 t = surface->texture;
1184                 rsurface.texture = R_GetCurrentTexture(t);
1185                 endsurface = min(j + BATCHSIZE, numsurfaces);
1186                 for (j = i;j < endsurface;j++)
1187                 {
1188                         surface = rsurface.modelsurfaces + surfacelist[j];
1189                         if (t != surface->texture)
1190                                 break;
1191                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1192                         R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1193                 }
1194         }
1195         R_Shadow_RenderMode_End();
1196 }
1197
1198 extern qboolean r_shadow_usingdeferredprepass;
1199 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1200 {
1201         dp_model_t *model = ent->model;
1202         const msurface_t *surface;
1203         int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1204         const int *element3i;
1205         static int batchelements[BATCHSIZE*3];
1206         texture_t *tex;
1207         CHECKGLERROR
1208         element3i = rsurface.modelelement3i;
1209         // this is a double loop because non-visible surface skipping has to be
1210         // fast, and even if this is not the world model (and hence no visibility
1211         // checking) the input surface list and batch buffer are different formats
1212         // so some processing is necessary.  (luckily models have few surfaces)
1213         for (i = 0;i < numsurfaces;)
1214         {
1215                 batchnumsurfaces = 0;
1216                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1217                 if (ent == r_refdef.scene.worldentity)
1218                 {
1219                         for (;i < endsurface;i++)
1220                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1221                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1222                 }
1223                 else
1224                 {
1225                         for (;i < endsurface;i++)
1226                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1227                 }
1228                 if (!batchnumsurfaces)
1229                         continue;
1230                 for (k = 0;k < batchnumsurfaces;k = kend)
1231                 {
1232                         surface = batchsurfacelist[k];
1233                         tex = surface->texture;
1234                         rsurface.texture = R_GetCurrentTexture(tex);
1235                         // gather surfaces into a batch range
1236                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1237                                 ;
1238                         // now figure out what to do with this particular range of surfaces
1239                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1240                                 continue;
1241                         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1242                                 continue;
1243                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1244                         {
1245                                 vec3_t tempcenter, center;
1246                                 for (l = k;l < kend;l++)
1247                                 {
1248                                         surface = batchsurfacelist[l];
1249                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1250                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1251                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1252                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1253                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1254                                 }
1255                                 continue;
1256                         }
1257                         if (r_shadow_usingdeferredprepass)
1258                                 continue;
1259                         batchnumtriangles = 0;
1260                         batchfirsttriangle = surface->num_firsttriangle;
1261                         m = 0; // hush warning
1262                         for (l = k;l < kend;l++)
1263                         {
1264                                 surface = batchsurfacelist[l];
1265                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1266                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1267                                 {
1268                                         if (lighttrispvs && r_test.integer && !CHECKPVSBIT(lighttrispvs, m))
1269                                                 continue;
1270                                         if (batchnumtriangles >= BATCHSIZE)
1271                                         {
1272                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1273                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1274                                                 // use the element buffer if all triangles are consecutive
1275                                                 if (m == batchfirsttriangle + batchnumtriangles)
1276                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1277                                                 else
1278                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1279                                                 batchnumtriangles = 0;
1280                                                 batchfirsttriangle = m;
1281                                         }
1282                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1283                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1284                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1285                                         batchnumtriangles++;
1286                                 }
1287                         }
1288                         if (batchnumtriangles > 0)
1289                         {
1290                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1291                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1292                                 // use the element buffer if all triangles are consecutive
1293                                 if (m == batchfirsttriangle + batchnumtriangles)
1294                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1295                                 else
1296                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1297                         }
1298                 }
1299         }
1300 }
1301
1302 //Made by [515]
1303 void R_ReplaceWorldTexture (void)
1304 {
1305         dp_model_t              *m;
1306         texture_t       *t;
1307         int                     i;
1308         const char      *r, *newt;
1309         skinframe_t *skinframe;
1310         if (!r_refdef.scene.worldmodel)
1311         {
1312                 if (gamemode != GAME_BLOODOMNICIDE)
1313                         Con_Printf("There is no worldmodel\n");
1314                 return;
1315         }
1316         m = r_refdef.scene.worldmodel;
1317
1318         if(Cmd_Argc() < 2)
1319         {
1320                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1321                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1322                 return;
1323         }
1324         if(!cl.islocalgame || !cl.worldmodel)
1325         {
1326                 if (gamemode != GAME_BLOODOMNICIDE)
1327                         Con_Print("This command works only in singleplayer\n");
1328                 return;
1329         }
1330         r = Cmd_Argv(1);
1331         newt = Cmd_Argv(2);
1332         if(!newt[0])
1333                 newt = r;
1334         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1335         {
1336                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1337                 {
1338                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1339                         {
1340 //                              t->skinframes[0] = skinframe;
1341                                 t->currentskinframe = skinframe;
1342                                 t->currentskinframe = skinframe;
1343                                 if (gamemode != GAME_BLOODOMNICIDE)
1344                                         Con_Printf("%s replaced with %s\n", r, newt);
1345                         }
1346                         else
1347                         {
1348                                 if (gamemode != GAME_BLOODOMNICIDE)
1349                                         Con_Printf("%s was not found\n", newt);
1350                                 return;
1351                         }
1352                 }
1353         }
1354 }
1355
1356 //Made by [515]
1357 void R_ListWorldTextures (void)
1358 {
1359         dp_model_t              *m;
1360         texture_t       *t;
1361         int                     i;
1362         if (!r_refdef.scene.worldmodel)
1363         {
1364                 Con_Printf("There is no worldmodel\n");
1365                 return;
1366         }
1367         m = r_refdef.scene.worldmodel;
1368
1369         Con_Print("Worldmodel textures :\n");
1370         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1371                 if (t->numskinframes)
1372                         Con_Printf("%s\n", t->name);
1373 }
1374
1375 #if 0
1376 static void gl_surf_start(void)
1377 {
1378 }
1379
1380 static void gl_surf_shutdown(void)
1381 {
1382 }
1383
1384 static void gl_surf_newmap(void)
1385 {
1386 }
1387 #endif
1388
1389 void GL_Surf_Init(void)
1390 {
1391
1392         Cvar_RegisterVariable(&r_ambient);
1393         Cvar_RegisterVariable(&r_lockpvs);
1394         Cvar_RegisterVariable(&r_lockvisibility);
1395         Cvar_RegisterVariable(&r_useportalculling);
1396         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1397
1398         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1399         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1400
1401         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1402 }
1403