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renamed varray_ arrays to rsurface_array_, and they are no longer used outside the...
[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
44 /*
45 ===============
46 R_BuildLightMap
47
48 Combine and scale multiple lightmaps into the 8.8 format in blocklights
49 ===============
50 */
51 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
52 {
53         int smax, tmax, i, j, size, size3, maps, stride, l;
54         unsigned int *bl, scale;
55         unsigned char *lightmap, *out, *stain;
56         static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
57         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
58
59         // update cached lighting info
60         surface->cached_dlight = 0;
61
62         smax = (surface->lightmapinfo->extents[0]>>4)+1;
63         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
64         size = smax*tmax;
65         size3 = size*3;
66         lightmap = surface->lightmapinfo->samples;
67
68 // set to full bright if no light data
69         bl = intblocklights;
70         if (!ent->model->brushq1.lightdata)
71         {
72                 for (i = 0;i < size3;i++)
73                         bl[i] = 255*256;
74         }
75         else
76         {
77 // clear to no light
78                 memset(bl, 0, size*3*sizeof(unsigned int));
79
80 // add all the lightmaps
81                 if (lightmap)
82                 {
83                         bl = intblocklights;
84                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
85                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
86                                         bl[i] += lightmap[i] * scale;
87                 }
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 (ent->model->brushq1.lightmaprgba)
98         {
99                 stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
100                 for (i = 0;i < tmax;i++, out += stride)
101                 {
102                         for (j = 0;j < smax;j++)
103                         {
104                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
105                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
106                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
107                                 *out++ = 255;
108                         }
109                 }
110         }
111         else
112         {
113                 stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
114                 for (i = 0;i < tmax;i++, out += stride)
115                 {
116                         for (j = 0;j < smax;j++)
117                         {
118                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
119                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
120                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
121                         }
122                 }
123         }
124
125         R_UpdateTexture(surface->lightmaptexture, templight);
126 }
127
128 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
129 {
130         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
131         msurface_t *surface, *endsurface;
132         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
133         unsigned char *bl;
134         vec3_t impact;
135
136         maxdist = radius * radius;
137         invradius = 1.0f / radius;
138
139 loc0:
140         if (!node->plane)
141                 return;
142         ndist = PlaneDiff(origin, node->plane);
143         if (ndist > radius)
144         {
145                 node = node->children[0];
146                 goto loc0;
147         }
148         if (ndist < -radius)
149         {
150                 node = node->children[1];
151                 goto loc0;
152         }
153
154         dist2 = ndist * ndist;
155         maxdist3 = maxdist - dist2;
156
157         if (node->plane->type < 3)
158         {
159                 VectorCopy(origin, impact);
160                 impact[node->plane->type] -= ndist;
161         }
162         else
163         {
164                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
165                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
166                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
167         }
168
169         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
170         {
171                 if (surface->lightmapinfo->stainsamples)
172                 {
173                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
174                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
175
176                         impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
177                         impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
178
179                         s = bound(0, impacts, smax * 16) - impacts;
180                         t = bound(0, impactt, tmax * 16) - impactt;
181                         i = s * s + t * t + dist2;
182                         if (i > maxdist)
183                                 continue;
184
185                         // reduce calculations
186                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
187                                 sdtable[s] = i * i + dist2;
188
189                         bl = surface->lightmapinfo->stainsamples;
190                         smax3 = smax * 3;
191                         stained = false;
192
193                         i = impactt;
194                         for (t = 0;t < tmax;t++, i -= 16)
195                         {
196                                 td = i * i;
197                                 // make sure some part of it is visible on this line
198                                 if (td < maxdist3)
199                                 {
200                                         maxdist2 = maxdist - td;
201                                         for (s = 0;s < smax;s++)
202                                         {
203                                                 if (sdtable[s] < maxdist2)
204                                                 {
205                                                         ratio = lhrandom(0.0f, 1.0f);
206                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
207                                                         if (a >= (1.0f / 64.0f))
208                                                         {
209                                                                 if (a > 1)
210                                                                         a = 1;
211                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
212                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
213                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
214                                                                 stained = true;
215                                                         }
216                                                 }
217                                                 bl += 3;
218                                         }
219                                 }
220                                 else // skip line
221                                         bl += smax3;
222                         }
223                         // force lightmap upload
224                         if (stained)
225                                 surface->cached_dlight = true;
226                 }
227         }
228
229         if (node->children[0]->plane)
230         {
231                 if (node->children[1]->plane)
232                 {
233                         R_StainNode(node->children[0], model, origin, radius, fcolor);
234                         node = node->children[1];
235                         goto loc0;
236                 }
237                 else
238                 {
239                         node = node->children[0];
240                         goto loc0;
241                 }
242         }
243         else if (node->children[1]->plane)
244         {
245                 node = node->children[1];
246                 goto loc0;
247         }
248 }
249
250 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)
251 {
252         int n;
253         float fcolor[8];
254         entity_render_t *ent;
255         model_t *model;
256         vec3_t org;
257         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
258                 return;
259         fcolor[0] = cr1;
260         fcolor[1] = cg1;
261         fcolor[2] = cb1;
262         fcolor[3] = ca1 * (1.0f / 64.0f);
263         fcolor[4] = cr2 - cr1;
264         fcolor[5] = cg2 - cg1;
265         fcolor[6] = cb2 - cb1;
266         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
267
268         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
269
270         // look for embedded bmodels
271         for (n = 0;n < cl.num_brushmodel_entities;n++)
272         {
273                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
274                 model = ent->model;
275                 if (model && model->name[0] == '*')
276                 {
277                         if (model->brush.data_nodes)
278                         {
279                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
280                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
281                         }
282                 }
283         }
284 }
285
286
287 /*
288 =============================================================
289
290         BRUSH MODELS
291
292 =============================================================
293 */
294
295 static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
296 {
297         const mportal_t *portal = (mportal_t *)ent;
298         int i, numpoints;
299         float *v;
300         rmeshstate_t m;
301         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
302         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
303         GL_DepthMask(false);
304         GL_DepthTest(true);
305         qglDisable(GL_CULL_FACE);
306         R_Mesh_Matrix(&identitymatrix);
307
308         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
309
310         memset(&m, 0, sizeof(m));
311         m.pointer_vertex = vertex3f;
312         R_Mesh_State(&m);
313
314         i = surfacenumber;
315         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
316                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
317                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
318                          0.125f);
319         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
320                 VectorCopy(portal->points[i].position, v);
321         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
322         qglEnable(GL_CULL_FACE);
323 }
324
325 // LordHavoc: this is just a nice debugging tool, very slow
326 static void R_DrawPortals(void)
327 {
328         int i, leafnum;
329         mportal_t *portal;
330         float center[3], f;
331         model_t *model = r_refdef.worldmodel;
332         if (model == NULL)
333                 return;
334         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
335         {
336                 if (r_worldleafvisible[leafnum])
337                 {
338                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
339                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
340                         {
341                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
342                                 if (!R_CullBox(portal->mins, portal->maxs))
343                                 {
344                                         VectorClear(center);
345                                         for (i = 0;i < portal->numpoints;i++)
346                                                 VectorAdd(center, portal->points[i].position, center);
347                                         f = ixtable[portal->numpoints];
348                                         VectorScale(center, f, center);
349                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
350                                 }
351                         }
352                 }
353         }
354 }
355
356 static void R_DrawCollisionBrush(colbrushf_t *brush)
357 {
358         int i;
359         rmeshstate_t m;
360         memset(&m, 0, sizeof(m));
361         m.pointer_vertex = brush->points->v;
362         R_Mesh_State(&m);
363         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
364         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
365         GL_LockArrays(0, brush->numpoints);
366         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
367         GL_LockArrays(0, 0);
368 }
369
370 static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
371 {
372         int i;
373         rmeshstate_t m;
374         if (!surface->num_collisiontriangles)
375                 return;
376         memset(&m, 0, sizeof(m));
377         m.pointer_vertex = surface->data_collisionvertex3f;
378         R_Mesh_State(&m);
379         i = (int)(((size_t)surface) / sizeof(msurface_t));
380         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
381         GL_LockArrays(0, surface->num_collisionvertices);
382         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
383         GL_LockArrays(0, 0);
384 }
385
386 void R_WorldVisibility(void)
387 {
388         int i, j, *mark;
389         mleaf_t *leaf;
390         mleaf_t *viewleaf;
391         model_t *model = r_refdef.worldmodel;
392
393         if (!model)
394                 return;
395
396         // if possible find the leaf the view origin is in
397         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
398         // if possible fetch the visible cluster bits
399         if (!r_lockpvs.integer && model->brush.FatPVS)
400                 model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
401
402         if (!r_lockvisibility.integer)
403         {
404                 // clear the visible surface and leaf flags arrays
405                 memset(r_worldsurfacevisible, 0, model->num_surfaces);
406                 memset(r_worldleafvisible, 0, model->brush.num_leafs);
407
408                 // if floating around in the void (no pvs data available, and no
409                 // portals available), simply use all on-screen leafs.
410                 if (!viewleaf || viewleaf->clusterindex < 0)
411                 {
412                         // no visibility method: (used when floating around in the void)
413                         // simply cull each leaf to the frustum (view pyramid)
414                         // similar to quake's RecursiveWorldNode but without cache misses
415                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
416                         {
417                                 // if leaf is in current pvs and on the screen, mark its surfaces
418                                 if (!R_CullBox(leaf->mins, leaf->maxs))
419                                 {
420                                         renderstats.world_leafs++;
421                                         r_worldleafvisible[j] = true;
422                                         if (leaf->numleafsurfaces)
423                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
424                                                         r_worldsurfacevisible[*mark] = true;
425                                 }
426                         }
427                 }
428                 // if the user prefers to disable portal culling (testing?), simply
429                 // use all on-screen leafs that are in the pvs.
430                 else if (!r_useportalculling.integer)
431                 {
432                         // pvs method:
433                         // simply check if each leaf is in the Potentially Visible Set,
434                         // and cull to frustum (view pyramid)
435                         // similar to quake's RecursiveWorldNode but without cache misses
436                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
437                         {
438                                 // if leaf is in current pvs and on the screen, mark its surfaces
439                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
440                                 {
441                                         renderstats.world_leafs++;
442                                         r_worldleafvisible[j] = true;
443                                         if (leaf->numleafsurfaces)
444                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
445                                                         r_worldsurfacevisible[*mark] = true;
446                                 }
447                         }
448                 }
449                 // otherwise use a recursive portal flow, culling each portal to
450                 // frustum and checking if the leaf the portal leads to is in the pvs
451                 else
452                 {
453                         int leafstackpos;
454                         mportal_t *p;
455                         mleaf_t *leafstack[8192];
456                         // simple-frustum portal method:
457                         // follows portals leading outward from viewleaf, does not venture
458                         // offscreen or into leafs that are not visible, faster than
459                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
460                         // often culls some surfaces that pvs alone would miss
461                         // (such as a room in pvs that is hidden behind a wall, but the
462                         //  passage leading to the room is off-screen)
463                         leafstack[0] = viewleaf;
464                         leafstackpos = 1;
465                         while (leafstackpos)
466                         {
467                                 renderstats.world_leafs++;
468                                 leaf = leafstack[--leafstackpos];
469                                 r_worldleafvisible[leaf - model->brush.data_leafs] = true;
470                                 // mark any surfaces bounding this leaf
471                                 if (leaf->numleafsurfaces)
472                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
473                                                 r_worldsurfacevisible[*mark] = true;
474                                 // follow portals into other leafs
475                                 // the checks are:
476                                 // if viewer is behind portal (portal faces outward into the scene)
477                                 // and the portal polygon's bounding box is on the screen
478                                 // and the leaf has not been visited yet
479                                 // and the leaf is visible in the pvs
480                                 // (the first two checks won't cause as many cache misses as the leaf checks)
481                                 for (p = leaf->portals;p;p = p->next)
482                                 {
483                                         renderstats.world_portals++;
484                                         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))
485                                                 leafstack[leafstackpos++] = p->past;
486                                 }
487                         }
488                 }
489         }
490
491         if (r_drawportals.integer)
492                 R_DrawPortals();
493 }
494
495 void R_Q1BSP_DrawSky(entity_render_t *ent)
496 {
497         if (ent->model == NULL)
498                 return;
499         R_DrawSurfaces(ent, true);
500 }
501
502 void R_Q1BSP_Draw(entity_render_t *ent)
503 {
504         model_t *model = ent->model;
505         if (model == NULL)
506                 return;
507         R_DrawSurfaces(ent, false);
508         if (r_showcollisionbrushes.integer && model->brush.num_brushes && !r_showtrispass)
509         {
510                 int i;
511                 msurface_t *surface;
512                 q3mbrush_t *brush;
513                 R_Mesh_Matrix(&ent->matrix);
514                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
515                 GL_DepthMask(false);
516                 GL_DepthTest(!r_showdisabledepthtest.integer);
517                 qglPolygonOffset(r_showcollisionbrushes_polygonfactor.value, r_showcollisionbrushes_polygonoffset.value);
518                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
519                         if (brush->colbrushf && brush->colbrushf->numtriangles)
520                                 R_DrawCollisionBrush(brush->colbrushf);
521                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
522                         if (surface->num_collisiontriangles)
523                                 R_DrawCollisionSurface(ent, surface);
524                 qglPolygonOffset(0, 0);
525         }
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 extern float *rsurface_vertex3f;
710 extern float *rsurface_svector3f;
711 extern float *rsurface_tvector3f;
712 extern float *rsurface_normal3f;
713 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
714
715 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
716 {
717         model_t *model = ent->model;
718         msurface_t *surface;
719         int surfacelistindex;
720         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
721         vec3_t modelorg;
722         texture_t *texture;
723         // check the box in modelspace, it was already checked in worldspace
724         if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
725                 return;
726         R_UpdateAllTextureInfo(ent);
727         if (model->brush.shadowmesh)
728         {
729                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
730                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
731                 {
732                         surface = model->data_surfaces + surfacelist[surfacelistindex];
733                         texture = surface->texture->currentframe;
734                         if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
735                                 continue;
736                         if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
737                                 continue;
738                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
739                 }
740                 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);
741         }
742         else
743         {
744                 projectdistance = lightradius + ent->model->radius*2;
745                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
746                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
747                 {
748                         surface = model->data_surfaces + surfacelist[surfacelistindex];
749                         // FIXME: get current skin
750                         texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
751                         if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
752                                 continue;
753                         RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
754                         // identify lit faces within the bounding box
755                         R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
756                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
757                         R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
758                 }
759         }
760 }
761
762 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
763 {
764         msurface_t *surface = ent->model->data_surfaces + surfacenumber;
765         texture_t *texture = surface->texture;
766         R_UpdateTextureInfo(ent, texture);
767         texture = texture->currentframe;
768         R_Shadow_RenderMode_Begin();
769         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
770         R_Shadow_RenderMode_Lighting(false, true);
771         R_Shadow_SetupEntityLight(ent);
772         R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
773         R_Shadow_RenderMode_End();
774 }
775
776 static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
777 {
778         int batchsurfaceindex;
779         msurface_t *batchsurface;
780         vec3_t tempcenter, center;
781         for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
782         {
783                 batchsurface = batchsurfacelist[batchsurfaceindex];
784                 tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
785                 tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
786                 tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
787                 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
788                 R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - ent->model->data_surfaces, r_shadow_rtlight);
789         }
790 }
791
792 #define RSURF_MAX_BATCHSURFACES 1024
793
794 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
795 {
796         model_t *model = ent->model;
797         msurface_t *surface;
798         texture_t *texture;
799         int surfacelistindex, batchnumsurfaces;
800         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
801         vec3_t modelorg;
802         texture_t *tex;
803         qboolean skip;
804         R_UpdateAllTextureInfo(ent);
805         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
806         tex = NULL;
807         texture = NULL;
808         skip = false;
809         batchnumsurfaces = 0;
810         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
811         {
812                 if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
813                         continue;
814                 surface = model->data_surfaces + surfacelist[surfacelistindex];
815                 renderstats.lights_lighttriangles += surface->num_triangles;
816                 if (tex != surface->texture)
817                 {
818                         if (batchnumsurfaces > 0)
819                         {
820                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
821                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
822                                 else
823                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
824                                 batchnumsurfaces = 0;
825                         }
826                         tex = surface->texture;
827                         texture = surface->texture->currentframe;
828                         skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
829                         if (skip)
830                                 continue;
831                 }
832                 if (!skip && surface->num_triangles)
833                 {
834                         if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
835                         {
836                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
837                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
838                                 else
839                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
840                                 batchnumsurfaces = 0;
841                         }
842                         batchsurfacelist[batchnumsurfaces++] = surface;
843                 }
844         }
845         if (batchnumsurfaces > 0)
846         {
847                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
848                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
849                 else
850                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
851                 batchnumsurfaces = 0;
852         }
853         qglEnable(GL_CULL_FACE);
854 }
855
856 //Made by [515]
857 void R_ReplaceWorldTexture (void)
858 {
859         model_t         *m;
860         texture_t       *t;
861         int                     i;
862         const char      *r, *newt;
863         m = r_refdef.worldmodel;
864
865         if(Cmd_Argc() < 2)
866         {
867                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
868                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
869                 return;
870         }
871         if(!cl.islocalgame || !cl.worldmodel)
872         {
873                 Con_Print("This command works only in singleplayer\n");
874                 return;
875         }
876         r = Cmd_Argv(1);
877         newt = Cmd_Argv(2);
878         if(!newt[0])
879                 newt = r;
880         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
881         {
882                 if(t->width && !strcasecmp(t->name, r))
883                 {
884                         if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
885                         {
886                                 Con_Printf("%s replaced with %s\n", r, newt);
887                                 return;
888                         }
889                         else
890                         {
891                                 Con_Printf("%s was not found\n", newt);
892                                 Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
893                                 return;
894                         }
895                 }
896         }
897 }
898
899 //Made by [515]
900 void R_ListWorldTextures (void)
901 {
902         model_t         *m;
903         texture_t       *t;
904         int                     i;
905         m = r_refdef.worldmodel;
906
907         Con_Print("Worldmodel textures :\n");
908         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
909                 if(t->skin.base != r_texture_notexture)
910                         Con_Printf("%s\n", t->name);
911 }
912
913 #if 0
914 static void gl_surf_start(void)
915 {
916 }
917
918 static void gl_surf_shutdown(void)
919 {
920 }
921
922 static void gl_surf_newmap(void)
923 {
924 }
925 #endif
926
927 void GL_Surf_Init(void)
928 {
929
930         Cvar_RegisterVariable(&r_ambient);
931         Cvar_RegisterVariable(&r_drawportals);
932         Cvar_RegisterVariable(&r_lockpvs);
933         Cvar_RegisterVariable(&r_lockvisibility);
934         Cvar_RegisterVariable(&r_useportalculling);
935         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
936
937         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
938         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
939
940         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
941 }
942