redesigned some of the model animation code, should be a speed gain (no longer proces...
[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", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
30 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)"};
31 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)"};
32 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
33 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"};
34
35 // flag arrays used for visibility checking on world model
36 // (all other entities have no per-surface/per-leaf visibility checks)
37 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
38 unsigned char r_pvsbits[(32768+7)>>3];
39 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
40 unsigned char r_worldleafvisible[32768];
41 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
42 unsigned char r_worldsurfacevisible[262144];
43 // if true, the view is currently in a leaf without pvs data
44 qboolean r_worldnovis;
45
46 /*
47 ===============
48 R_BuildLightMap
49
50 Combine and scale multiple lightmaps into the 8.8 format in blocklights
51 ===============
52 */
53 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
54 {
55         int smax, tmax, i, size, size3, maps, l;
56         int *bl, scale;
57         unsigned char *lightmap, *out, *stain;
58         model_t *model = ent->model;
59         static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
60         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
61
62         // update cached lighting info
63         surface->cached_dlight = 0;
64
65         smax = (surface->lightmapinfo->extents[0]>>4)+1;
66         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
67         size = smax*tmax;
68         size3 = size*3;
69         lightmap = surface->lightmapinfo->samples;
70
71 // set to full bright if no light data
72         bl = intblocklights;
73         if (!model->brushq1.lightdata)
74         {
75                 for (i = 0;i < size3;i++)
76                         bl[i] = 255*256;
77         }
78         else
79         {
80 // clear to no light
81                 memset(bl, 0, size3*sizeof(*bl));
82
83 // add all the lightmaps
84                 if (lightmap)
85                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
86                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
87                                         bl[i] += lightmap[i] * scale;
88         }
89
90         stain = surface->lightmapinfo->stainsamples;
91         bl = intblocklights;
92         out = templight;
93         // the >> 16 shift adjusts down 8 bits to account for the stainmap
94         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
95         // be doubled during rendering to achieve 2x overbright
96         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
97         if (model->brushq1.lightmaprgba)
98         {
99                 for (i = 0;i < size;i++)
100                 {
101                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
102                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
103                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
104                         *out++ = 255;
105                 }
106         }
107         else
108         {
109                 for (i = 0;i < size;i++)
110                 {
111                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
112                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
113                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
114                 }
115         }
116
117         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
118
119         // update the surface's deluxemap if it has one
120         if (surface->deluxemaptexture != r_texture_blanknormalmap)
121         {
122                 vec3_t n;
123                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
124                 lightmap = surface->lightmapinfo->samples;
125                 // clear to no normalmap
126                 bl = intblocklights;
127                 memset(bl, 0, size3*sizeof(*bl));
128                 // add all the normalmaps
129                 if (lightmap && normalmap)
130                 {
131                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
132                         {
133                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
134                                 {
135                                         // add the normalmap with weighting proportional to the style's lightmap intensity
136                                         l = (int)(VectorLength(lightmap + i*3) * scale);
137                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
138                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
139                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
140                                 }
141                         }
142                 }
143                 bl = intblocklights;
144                 out = templight;
145                 // we simply renormalize the weighted normals to get a valid deluxemap
146                 if (model->brushq1.lightmaprgba)
147                 {
148                         for (i = 0;i < size;i++, bl += 3)
149                         {
150                                 VectorCopy(bl, n);
151                                 VectorNormalize(n);
152                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
153                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
154                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
155                                 *out++ = 255;
156                         }
157                 }
158                 else
159                 {
160                         for (i = 0;i < size;i++, bl += 3)
161                         {
162                                 VectorCopy(bl, n);
163                                 VectorNormalize(n);
164                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
165                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
166                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
167                         }
168                 }
169                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
170         }
171 }
172
173 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
174 {
175         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
176         msurface_t *surface, *endsurface;
177         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
178         unsigned char *bl;
179         vec3_t impact;
180
181         maxdist = radius * radius;
182         invradius = 1.0f / radius;
183
184 loc0:
185         if (!node->plane)
186                 return;
187         ndist = PlaneDiff(origin, node->plane);
188         if (ndist > radius)
189         {
190                 node = node->children[0];
191                 goto loc0;
192         }
193         if (ndist < -radius)
194         {
195                 node = node->children[1];
196                 goto loc0;
197         }
198
199         dist2 = ndist * ndist;
200         maxdist3 = maxdist - dist2;
201
202         if (node->plane->type < 3)
203         {
204                 VectorCopy(origin, impact);
205                 impact[node->plane->type] -= ndist;
206         }
207         else
208         {
209                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
210                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
211                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
212         }
213
214         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
215         {
216                 if (surface->lightmapinfo->stainsamples)
217                 {
218                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
219                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
220
221                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
222                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
223
224                         s = bound(0, impacts, smax * 16) - impacts;
225                         t = bound(0, impactt, tmax * 16) - impactt;
226                         i = (int)(s * s + t * t + dist2);
227                         if (i > maxdist)
228                                 continue;
229
230                         // reduce calculations
231                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
232                                 sdtable[s] = i * i + dist2;
233
234                         bl = surface->lightmapinfo->stainsamples;
235                         smax3 = smax * 3;
236                         stained = false;
237
238                         i = impactt;
239                         for (t = 0;t < tmax;t++, i -= 16)
240                         {
241                                 td = i * i;
242                                 // make sure some part of it is visible on this line
243                                 if (td < maxdist3)
244                                 {
245                                         maxdist2 = maxdist - td;
246                                         for (s = 0;s < smax;s++)
247                                         {
248                                                 if (sdtable[s] < maxdist2)
249                                                 {
250                                                         ratio = lhrandom(0.0f, 1.0f);
251                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
252                                                         if (a >= (1.0f / 64.0f))
253                                                         {
254                                                                 if (a > 1)
255                                                                         a = 1;
256                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
257                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
258                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
259                                                                 stained = true;
260                                                         }
261                                                 }
262                                                 bl += 3;
263                                         }
264                                 }
265                                 else // skip line
266                                         bl += smax3;
267                         }
268                         // force lightmap upload
269                         if (stained)
270                                 surface->cached_dlight = true;
271                 }
272         }
273
274         if (node->children[0]->plane)
275         {
276                 if (node->children[1]->plane)
277                 {
278                         R_StainNode(node->children[0], model, origin, radius, fcolor);
279                         node = node->children[1];
280                         goto loc0;
281                 }
282                 else
283                 {
284                         node = node->children[0];
285                         goto loc0;
286                 }
287         }
288         else if (node->children[1]->plane)
289         {
290                 node = node->children[1];
291                 goto loc0;
292         }
293 }
294
295 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)
296 {
297         int n;
298         float fcolor[8];
299         entity_render_t *ent;
300         model_t *model;
301         vec3_t org;
302         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
303                 return;
304         fcolor[0] = cr1;
305         fcolor[1] = cg1;
306         fcolor[2] = cb1;
307         fcolor[3] = ca1 * (1.0f / 64.0f);
308         fcolor[4] = cr2 - cr1;
309         fcolor[5] = cg2 - cg1;
310         fcolor[6] = cb2 - cb1;
311         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
312
313         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
314
315         // look for embedded bmodels
316         for (n = 0;n < cl.num_brushmodel_entities;n++)
317         {
318                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
319                 model = ent->model;
320                 if (model && model->name[0] == '*')
321                 {
322                         if (model->brush.data_nodes)
323                         {
324                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
325                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
326                         }
327                 }
328         }
329 }
330
331
332 /*
333 =============================================================
334
335         BRUSH MODELS
336
337 =============================================================
338 */
339
340 static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
341 {
342         const mportal_t *portal = (mportal_t *)ent;
343         int i, numpoints;
344         float *v;
345         rmeshstate_t m;
346         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
347         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
348         GL_DepthMask(false);
349         GL_DepthTest(true);
350         qglDisable(GL_CULL_FACE);
351         R_Mesh_Matrix(&identitymatrix);
352
353         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
354
355         memset(&m, 0, sizeof(m));
356         m.pointer_vertex = vertex3f;
357         R_Mesh_State(&m);
358
359         i = surfacenumber;
360         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
361                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
362                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
363                          0.125f);
364         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
365                 VectorCopy(portal->points[i].position, v);
366         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
367         qglEnable(GL_CULL_FACE);
368 }
369
370 // LordHavoc: this is just a nice debugging tool, very slow
371 static void R_DrawPortals(void)
372 {
373         int i, leafnum;
374         mportal_t *portal;
375         float center[3], f;
376         model_t *model = r_refdef.worldmodel;
377         if (model == NULL)
378                 return;
379         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
380         {
381                 if (r_worldleafvisible[leafnum])
382                 {
383                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
384                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
385                         {
386                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
387                                 if (!R_CullBox(portal->mins, portal->maxs))
388                                 {
389                                         VectorClear(center);
390                                         for (i = 0;i < portal->numpoints;i++)
391                                                 VectorAdd(center, portal->points[i].position, center);
392                                         f = ixtable[portal->numpoints];
393                                         VectorScale(center, f, center);
394                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
395                                 }
396                         }
397                 }
398         }
399 }
400
401 void R_WorldVisibility(void)
402 {
403         int i, j, *mark;
404         mleaf_t *leaf;
405         mleaf_t *viewleaf;
406         model_t *model = r_refdef.worldmodel;
407
408         if (!model)
409                 return;
410
411         // if possible find the leaf the view origin is in
412         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
413         // if possible fetch the visible cluster bits
414         if (!r_lockpvs.integer && model->brush.FatPVS)
415                 model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
416
417         if (!r_lockvisibility.integer)
418         {
419                 // clear the visible surface and leaf flags arrays
420                 memset(r_worldsurfacevisible, 0, model->num_surfaces);
421                 memset(r_worldleafvisible, 0, model->brush.num_leafs);
422
423                 r_worldnovis = false;
424
425                 // if floating around in the void (no pvs data available, and no
426                 // portals available), simply use all on-screen leafs.
427                 if (!viewleaf || viewleaf->clusterindex < 0)
428                 {
429                         // no visibility method: (used when floating around in the void)
430                         // simply cull each leaf to the frustum (view pyramid)
431                         // similar to quake's RecursiveWorldNode but without cache misses
432                         r_worldnovis = true;
433                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
434                         {
435                                 // if leaf is in current pvs and on the screen, mark its surfaces
436                                 if (!R_CullBox(leaf->mins, leaf->maxs))
437                                 {
438                                         renderstats.world_leafs++;
439                                         r_worldleafvisible[j] = true;
440                                         if (leaf->numleafsurfaces)
441                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
442                                                         r_worldsurfacevisible[*mark] = true;
443                                 }
444                         }
445                 }
446                 // if the user prefers to disable portal culling (testing?), simply
447                 // use all on-screen leafs that are in the pvs.
448                 else if (!r_useportalculling.integer)
449                 {
450                         // pvs method:
451                         // simply check if each leaf is in the Potentially Visible Set,
452                         // and cull to frustum (view pyramid)
453                         // similar to quake's RecursiveWorldNode but without cache misses
454                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
455                         {
456                                 // if leaf is in current pvs and on the screen, mark its surfaces
457                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
458                                 {
459                                         renderstats.world_leafs++;
460                                         r_worldleafvisible[j] = true;
461                                         if (leaf->numleafsurfaces)
462                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
463                                                         r_worldsurfacevisible[*mark] = true;
464                                 }
465                         }
466                 }
467                 // otherwise use a recursive portal flow, culling each portal to
468                 // frustum and checking if the leaf the portal leads to is in the pvs
469                 else
470                 {
471                         int leafstackpos;
472                         mportal_t *p;
473                         mleaf_t *leafstack[8192];
474                         // simple-frustum portal method:
475                         // follows portals leading outward from viewleaf, does not venture
476                         // offscreen or into leafs that are not visible, faster than
477                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
478                         // often culls some surfaces that pvs alone would miss
479                         // (such as a room in pvs that is hidden behind a wall, but the
480                         //  passage leading to the room is off-screen)
481                         leafstack[0] = viewleaf;
482                         leafstackpos = 1;
483                         while (leafstackpos)
484                         {
485                                 renderstats.world_leafs++;
486                                 leaf = leafstack[--leafstackpos];
487                                 r_worldleafvisible[leaf - model->brush.data_leafs] = true;
488                                 // mark any surfaces bounding this leaf
489                                 if (leaf->numleafsurfaces)
490                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
491                                                 r_worldsurfacevisible[*mark] = true;
492                                 // follow portals into other leafs
493                                 // the checks are:
494                                 // if viewer is behind portal (portal faces outward into the scene)
495                                 // and the portal polygon's bounding box is on the screen
496                                 // and the leaf has not been visited yet
497                                 // and the leaf is visible in the pvs
498                                 // (the first two checks won't cause as many cache misses as the leaf checks)
499                                 for (p = leaf->portals;p;p = p->next)
500                                 {
501                                         renderstats.world_portals++;
502                                         if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
503                                                 leafstack[leafstackpos++] = p->past;
504                                 }
505                         }
506                 }
507         }
508
509         if (r_drawportals.integer)
510                 R_DrawPortals();
511 }
512
513 void R_Q1BSP_DrawSky(entity_render_t *ent)
514 {
515         if (ent->model == NULL)
516                 return;
517         R_DrawSurfaces(ent, true);
518 }
519
520 void R_Q1BSP_Draw(entity_render_t *ent)
521 {
522         model_t *model = ent->model;
523         if (model == NULL)
524                 return;
525         R_DrawSurfaces(ent, false);
526 }
527
528 typedef struct r_q1bsp_getlightinfo_s
529 {
530         model_t *model;
531         vec3_t relativelightorigin;
532         float lightradius;
533         int *outleaflist;
534         unsigned char *outleafpvs;
535         int outnumleafs;
536         int *outsurfacelist;
537         unsigned char *outsurfacepvs;
538         int outnumsurfaces;
539         vec3_t outmins;
540         vec3_t outmaxs;
541         vec3_t lightmins;
542         vec3_t lightmaxs;
543         const unsigned char *pvs;
544 }
545 r_q1bsp_getlightinfo_t;
546
547 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
548 {
549         int sides;
550         mleaf_t *leaf;
551         for (;;)
552         {
553                 mplane_t *plane = node->plane;
554                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
555                 //      return;
556                 if (!plane)
557                         break;
558                 if (plane->type < 3)
559                         sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
560                 else
561                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
562                 if (sides == 3)
563                 {
564                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
565                         node = node->children[1];
566                 }
567                 else if (sides == 0)
568                         return; // ERROR: NAN bounding box!
569                 else
570                         node = node->children[sides - 1];
571         }
572         leaf = (mleaf_t *)node;
573         if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
574         {
575                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
576                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
577                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
578                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
579                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
580                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
581                 if (info->outleafpvs)
582                 {
583                         int leafindex = leaf - info->model->brush.data_leafs;
584                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
585                         {
586                                 SETPVSBIT(info->outleafpvs, leafindex);
587                                 info->outleaflist[info->outnumleafs++] = leafindex;
588                         }
589                 }
590                 if (info->outsurfacepvs)
591                 {
592                         int leafsurfaceindex;
593                         for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
594                         {
595                                 int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
596                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
597                                 {
598                                         msurface_t *surface = info->model->data_surfaces + surfaceindex;
599                                         if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
600                                         {
601                                                 int triangleindex, t;
602                                                 const int *e;
603                                                 const vec_t *v[3];
604                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
605                                                 {
606                                                         v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
607                                                         v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
608                                                         v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
609                                                         if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
610                                                         {
611                                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
612                                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
613                                                                 break;
614                                                         }
615                                                 }
616                                         }
617                                 }
618                         }
619                 }
620         }
621 }
622
623 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)
624 {
625         r_q1bsp_getlightinfo_t info;
626         VectorCopy(relativelightorigin, info.relativelightorigin);
627         info.lightradius = lightradius;
628         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
629         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
630         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
631         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
632         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
633         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
634         if (ent->model == NULL)
635         {
636                 VectorCopy(info.lightmins, outmins);
637                 VectorCopy(info.lightmaxs, outmaxs);
638                 *outnumleafspointer = 0;
639                 *outnumsurfacespointer = 0;
640                 return;
641         }
642         info.model = ent->model;
643         info.outleaflist = outleaflist;
644         info.outleafpvs = outleafpvs;
645         info.outnumleafs = 0;
646         info.outsurfacelist = outsurfacelist;
647         info.outsurfacepvs = outsurfacepvs;
648         info.outnumsurfaces = 0;
649         VectorCopy(info.relativelightorigin, info.outmins);
650         VectorCopy(info.relativelightorigin, info.outmaxs);
651         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
652         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
653         if (info.model->brush.GetPVS)
654                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
655         else
656                 info.pvs = NULL;
657         R_UpdateAllTextureInfo(ent);
658         if (r_shadow_compilingrtlight)
659         {
660                 // use portal recursion for exact light volume culling, and exact surface checking
661                 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);
662         }
663         else if (r_shadow_realtime_dlight_portalculling.integer)
664         {
665                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
666                 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);
667         }
668         else
669         {
670                 // use BSP recursion as lights are often small
671                 R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
672         }
673
674         // limit combined leaf box to light boundaries
675         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
676         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
677         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
678         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
679         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
680         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
681
682         *outnumleafspointer = info.outnumleafs;
683         *outnumsurfacespointer = info.outnumsurfaces;
684 }
685
686 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
687 {
688         model_t *model = ent->model;
689         msurface_t *surface;
690         int surfacelistindex;
691         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
692         texture_t *texture;
693         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
694         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
695         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
696         {
697                 surface = model->data_surfaces + surfacelist[surfacelistindex];
698                 texture = surface->texture;
699                 if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
700                         continue;
701                 if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
702                         continue;
703                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
704         }
705         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
706         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
707 }
708
709 void R_Q1BSP_DrawShadowVolume_Batch(entity_render_t *ent, texture_t *texture, const vec3_t modelorg, const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
710 {
711         int texturesurfaceindex;
712         RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
713         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
714         {
715                 msurface_t *surface = texturesurfacelist[texturesurfaceindex];
716                 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
717         }
718 }
719
720 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
721 {
722         model_t *model = ent->model;
723         msurface_t *surface;
724         int modelsurfacelistindex;
725         int f = 0;
726         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
727         vec3_t modelorg;
728         texture_t *t = NULL, *texture;
729         const int maxsurfacelist = 1024;
730         int numsurfacelist = 0;
731         msurface_t *surfacelist[1024];
732         // check the box in modelspace, it was already checked in worldspace
733         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
734                 return;
735         R_UpdateAllTextureInfo(ent);
736         if (model->brush.shadowmesh)
737         {
738                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
739                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
740                 {
741                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
742                         texture = surface->texture->currentframe;
743                         if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
744                                 continue;
745                         if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
746                                 continue;
747                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
748                 }
749                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
750         }
751         else
752         {
753                 projectdistance = lightradius + model->radius*2;
754                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
755                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
756                 // identify lit faces within the bounding box
757                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
758                 {
759                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
760                         if (t != surface->texture || numsurfacelist >= maxsurfacelist)
761                         {
762                                 if (numsurfacelist)
763                                 {
764                                         R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
765                                         numsurfacelist = 0;
766                                 }
767                                 t = surface->texture;
768                                 texture = t->currentframe;
769                                 f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
770                         }
771                         if (!f && surface->num_triangles)
772                                 surfacelist[numsurfacelist++] = surface;
773                 }
774                 if (numsurfacelist)
775                         R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
776                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
777         }
778 }
779
780 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
781 {
782         msurface_t *surface = ent->model->data_surfaces + surfacenumber;
783         texture_t *texture = surface->texture;
784         R_UpdateTextureInfo(ent, texture);
785         texture = texture->currentframe;
786         R_Shadow_RenderMode_Begin();
787         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
788         R_Shadow_RenderMode_Lighting(false, true);
789         R_Shadow_SetupEntityLight(ent);
790         R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
791         R_Shadow_RenderMode_End();
792 }
793
794 static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
795 {
796         int batchsurfaceindex;
797         model_t *model = ent->model;
798         msurface_t *batchsurface;
799         vec3_t tempcenter, center;
800         for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
801         {
802                 batchsurface = batchsurfacelist[batchsurfaceindex];
803                 tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
804                 tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
805                 tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
806                 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
807                 R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
808         }
809 }
810
811 #define RSURF_MAX_BATCHSURFACES 1024
812
813 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
814 {
815         model_t *model = ent->model;
816         msurface_t *surface;
817         texture_t *texture;
818         int surfacelistindex, batchnumsurfaces;
819         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
820         vec3_t modelorg;
821         texture_t *tex;
822         qboolean skip;
823         R_UpdateAllTextureInfo(ent);
824         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
825         tex = NULL;
826         texture = NULL;
827         skip = false;
828         batchnumsurfaces = 0;
829         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
830         {
831                 if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
832                         continue;
833                 surface = model->data_surfaces + surfacelist[surfacelistindex];
834                 renderstats.lights_lighttriangles += surface->num_triangles;
835                 if (tex != surface->texture)
836                 {
837                         if (batchnumsurfaces > 0)
838                         {
839                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
840                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
841                                 else
842                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
843                                 batchnumsurfaces = 0;
844                         }
845                         tex = surface->texture;
846                         texture = surface->texture->currentframe;
847                         skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
848                         if (skip)
849                                 continue;
850                 }
851                 if (!skip && surface->num_triangles)
852                 {
853                         if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
854                         {
855                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
856                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
857                                 else
858                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
859                                 batchnumsurfaces = 0;
860                         }
861                         batchsurfacelist[batchnumsurfaces++] = surface;
862                 }
863         }
864         if (batchnumsurfaces > 0)
865         {
866                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
867                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
868                 else
869                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
870                 batchnumsurfaces = 0;
871         }
872         qglEnable(GL_CULL_FACE);
873 }
874
875 //Made by [515]
876 void R_ReplaceWorldTexture (void)
877 {
878         model_t         *m;
879         texture_t       *t;
880         int                     i;
881         const char      *r, *newt;
882         m = r_refdef.worldmodel;
883
884         if(Cmd_Argc() < 2)
885         {
886                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
887                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
888                 return;
889         }
890         if(!cl.islocalgame || !cl.worldmodel)
891         {
892                 Con_Print("This command works only in singleplayer\n");
893                 return;
894         }
895         r = Cmd_Argv(1);
896         newt = Cmd_Argv(2);
897         if(!newt[0])
898                 newt = r;
899         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
900         {
901                 if(t->width && !strcasecmp(t->name, r))
902                 {
903                         if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
904                         {
905                                 Con_Printf("%s replaced with %s\n", r, newt);
906                                 return;
907                         }
908                         else
909                         {
910                                 Con_Printf("%s was not found\n", newt);
911                                 Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
912                                 return;
913                         }
914                 }
915         }
916 }
917
918 //Made by [515]
919 void R_ListWorldTextures (void)
920 {
921         model_t         *m;
922         texture_t       *t;
923         int                     i;
924         m = r_refdef.worldmodel;
925
926         Con_Print("Worldmodel textures :\n");
927         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
928                 if(t->skin.base != r_texture_notexture)
929                         Con_Printf("%s\n", t->name);
930 }
931
932 #if 0
933 static void gl_surf_start(void)
934 {
935 }
936
937 static void gl_surf_shutdown(void)
938 {
939 }
940
941 static void gl_surf_newmap(void)
942 {
943 }
944 #endif
945
946 void GL_Surf_Init(void)
947 {
948
949         Cvar_RegisterVariable(&r_ambient);
950         Cvar_RegisterVariable(&r_drawportals);
951         Cvar_RegisterVariable(&r_lockpvs);
952         Cvar_RegisterVariable(&r_lockvisibility);
953         Cvar_RegisterVariable(&r_useportalculling);
954         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
955
956         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
957         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
958
959         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
960 }
961