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