r_showtris/r_shownormals/r_showcollisionbrushes are no longer obscured
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         model_t *model = ent->model;
47         int *intblocklights;
48         unsigned char *templight;
49
50         smax = (surface->lightmapinfo->extents[0]>>4)+1;
51         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
52         size = smax*tmax;
53         size3 = size*3;
54
55         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
56         {
57                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
58                 if (cl.buildlightmapmemory)
59                         Mem_Free(cl.buildlightmapmemory);
60                 cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
61         }
62
63         // these both point at the same buffer, templight is only used for final
64         // processing and can replace the intblocklights data as it goes
65         intblocklights = (int *)cl.buildlightmapmemory;
66         templight = (unsigned char *)cl.buildlightmapmemory;
67
68         // update cached lighting info
69         surface->cached_dlight = 0;
70
71         lightmap = surface->lightmapinfo->samples;
72
73 // set to full bright if no light data
74         bl = intblocklights;
75         if (!model->brushq1.lightdata)
76         {
77                 for (i = 0;i < size3;i++)
78                         bl[i] = 128*256;
79         }
80         else
81         {
82 // clear to no light
83                 memset(bl, 0, size3*sizeof(*bl));
84
85 // add all the lightmaps
86                 if (lightmap)
87                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
88                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
89                                         bl[i] += lightmap[i] * scale;
90         }
91
92         stain = surface->lightmapinfo->stainsamples;
93         bl = intblocklights;
94         out = templight;
95         // the >> 16 shift adjusts down 8 bits to account for the stainmap
96         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
97         // be doubled during rendering to achieve 2x overbright
98         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
99         if (model->brushq1.lightmaprgba)
100         {
101                 for (i = 0;i < size;i++)
102                 {
103                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
104                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
105                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
106                         *out++ = 255;
107                 }
108         }
109         else
110         {
111                 for (i = 0;i < size;i++)
112                 {
113                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
114                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
115                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
116                 }
117         }
118
119         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
120
121         // update the surface's deluxemap if it has one
122         if (surface->deluxemaptexture != r_texture_blanknormalmap)
123         {
124                 vec3_t n;
125                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
126                 lightmap = surface->lightmapinfo->samples;
127                 // clear to no normalmap
128                 bl = intblocklights;
129                 memset(bl, 0, size3*sizeof(*bl));
130                 // add all the normalmaps
131                 if (lightmap && normalmap)
132                 {
133                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
134                         {
135                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
136                                 {
137                                         // add the normalmap with weighting proportional to the style's lightmap intensity
138                                         l = (int)(VectorLength(lightmap + i*3) * scale);
139                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
140                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
141                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
142                                 }
143                         }
144                 }
145                 bl = intblocklights;
146                 out = templight;
147                 // we simply renormalize the weighted normals to get a valid deluxemap
148                 if (model->brushq1.lightmaprgba)
149                 {
150                         for (i = 0;i < size;i++, bl += 3)
151                         {
152                                 VectorCopy(bl, n);
153                                 VectorNormalize(n);
154                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
155                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
156                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
157                                 *out++ = 255;
158                         }
159                 }
160                 else
161                 {
162                         for (i = 0;i < size;i++, bl += 3)
163                         {
164                                 VectorCopy(bl, n);
165                                 VectorNormalize(n);
166                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
167                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
168                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
169                         }
170                 }
171                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
172         }
173 }
174
175 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
176 {
177         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
178         msurface_t *surface, *endsurface;
179         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
180         unsigned char *bl;
181         vec3_t impact;
182
183         maxdist = radius * radius;
184         invradius = 1.0f / radius;
185
186 loc0:
187         if (!node->plane)
188                 return;
189         ndist = PlaneDiff(origin, node->plane);
190         if (ndist > radius)
191         {
192                 node = node->children[0];
193                 goto loc0;
194         }
195         if (ndist < -radius)
196         {
197                 node = node->children[1];
198                 goto loc0;
199         }
200
201         dist2 = ndist * ndist;
202         maxdist3 = maxdist - dist2;
203
204         if (node->plane->type < 3)
205         {
206                 VectorCopy(origin, impact);
207                 impact[node->plane->type] -= ndist;
208         }
209         else
210         {
211                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
212                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
213                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
214         }
215
216         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
217         {
218                 if (surface->lightmapinfo->stainsamples)
219                 {
220                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
221                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
222
223                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
224                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
225
226                         s = bound(0, impacts, smax * 16) - impacts;
227                         t = bound(0, impactt, tmax * 16) - impactt;
228                         i = (int)(s * s + t * t + dist2);
229                         if (i > maxdist)
230                                 continue;
231
232                         // reduce calculations
233                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
234                                 sdtable[s] = i * i + dist2;
235
236                         bl = surface->lightmapinfo->stainsamples;
237                         smax3 = smax * 3;
238                         stained = false;
239
240                         i = impactt;
241                         for (t = 0;t < tmax;t++, i -= 16)
242                         {
243                                 td = i * i;
244                                 // make sure some part of it is visible on this line
245                                 if (td < maxdist3)
246                                 {
247                                         maxdist2 = maxdist - td;
248                                         for (s = 0;s < smax;s++)
249                                         {
250                                                 if (sdtable[s] < maxdist2)
251                                                 {
252                                                         ratio = lhrandom(0.0f, 1.0f);
253                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
254                                                         if (a >= (1.0f / 64.0f))
255                                                         {
256                                                                 if (a > 1)
257                                                                         a = 1;
258                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
259                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
260                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
261                                                                 stained = true;
262                                                         }
263                                                 }
264                                                 bl += 3;
265                                         }
266                                 }
267                                 else // skip line
268                                         bl += smax3;
269                         }
270                         // force lightmap upload
271                         if (stained)
272                                 surface->cached_dlight = true;
273                 }
274         }
275
276         if (node->children[0]->plane)
277         {
278                 if (node->children[1]->plane)
279                 {
280                         R_StainNode(node->children[0], model, origin, radius, fcolor);
281                         node = node->children[1];
282                         goto loc0;
283                 }
284                 else
285                 {
286                         node = node->children[0];
287                         goto loc0;
288                 }
289         }
290         else if (node->children[1]->plane)
291         {
292                 node = node->children[1];
293                 goto loc0;
294         }
295 }
296
297 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)
298 {
299         int n;
300         float fcolor[8];
301         entity_render_t *ent;
302         model_t *model;
303         vec3_t org;
304         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
305                 return;
306         fcolor[0] = cr1;
307         fcolor[1] = cg1;
308         fcolor[2] = cb1;
309         fcolor[3] = ca1 * (1.0f / 64.0f);
310         fcolor[4] = cr2 - cr1;
311         fcolor[5] = cg2 - cg1;
312         fcolor[6] = cb2 - cb1;
313         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
314
315         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
316
317         // look for embedded bmodels
318         for (n = 0;n < cl.num_brushmodel_entities;n++)
319         {
320                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
321                 model = ent->model;
322                 if (model && model->name[0] == '*')
323                 {
324                         if (model->brush.data_nodes)
325                         {
326                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
327                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
328                         }
329                 }
330         }
331 }
332
333
334 /*
335 =============================================================
336
337         BRUSH MODELS
338
339 =============================================================
340 */
341
342 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
343 {
344         // due to the hacky nature of this function's parameters, this is never
345         // called with a batch, so numsurfaces is always 1, and the surfacelist
346         // contains only a leaf number for coloring purposes
347         const mportal_t *portal = (mportal_t *)ent;
348         int i, numpoints;
349         float *v;
350         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
351         CHECKGLERROR
352         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
353         GL_DepthMask(false);
354         GL_DepthRange(0, 1);
355         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
356         GL_DepthTest(true);
357         GL_CullFace(GL_NONE);
358         R_Mesh_Matrix(&identitymatrix);
359
360         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
361
362         R_Mesh_VertexPointer(vertex3f, 0, 0);
363         R_Mesh_ColorPointer(NULL, 0, 0);
364         R_Mesh_ResetTextureState();
365
366         i = surfacelist[0];
367         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
368                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
369                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
370                          0.125f);
371         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
372                 VectorCopy(portal->points[i].position, v);
373         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
374 }
375
376 // LordHavoc: this is just a nice debugging tool, very slow
377 void R_DrawPortals(void)
378 {
379         int i, leafnum;
380         mportal_t *portal;
381         float center[3], f;
382         model_t *model = r_refdef.worldmodel;
383         if (model == NULL)
384                 return;
385         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
386         {
387                 if (r_viewcache.world_leafvisible[leafnum])
388                 {
389                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
390                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
391                         {
392                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
393                                 if (!R_CullBox(portal->mins, portal->maxs))
394                                 {
395                                         VectorClear(center);
396                                         for (i = 0;i < portal->numpoints;i++)
397                                                 VectorAdd(center, portal->points[i].position, center);
398                                         f = ixtable[portal->numpoints];
399                                         VectorScale(center, f, center);
400                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
401                                 }
402                         }
403                 }
404         }
405 }
406
407 void R_View_WorldVisibility(qboolean forcenovis)
408 {
409         int i, j, *mark;
410         mleaf_t *leaf;
411         mleaf_t *viewleaf;
412         model_t *model = r_refdef.worldmodel;
413
414         if (!model)
415                 return;
416
417         if (r_view.usecustompvs)
418         {
419                 // clear the visible surface and leaf flags arrays
420                 memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
421                 memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
422                 r_viewcache.world_novis = false;
423
424                 // simply cull each marked leaf to the frustum (view pyramid)
425                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
426                 {
427                         // if leaf is in current pvs and on the screen, mark its surfaces
428                         if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
429                         {
430                                 r_refdef.stats.world_leafs++;
431                                 r_viewcache.world_leafvisible[j] = true;
432                                 if (leaf->numleafsurfaces)
433                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
434                                                 r_viewcache.world_surfacevisible[*mark] = true;
435                         }
436                 }
437                 return;
438         }
439
440         // if possible find the leaf the view origin is in
441         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
442         // if possible fetch the visible cluster bits
443         if (!r_lockpvs.integer && model->brush.FatPVS)
444                 model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits), false);
445
446         if (!r_lockvisibility.integer)
447         {
448                 // clear the visible surface and leaf flags arrays
449                 memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
450                 memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
451
452                 r_viewcache.world_novis = false;
453
454                 // if floating around in the void (no pvs data available, and no
455                 // portals available), simply use all on-screen leafs.
456                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
457                 {
458                         // no visibility method: (used when floating around in the void)
459                         // simply cull each leaf to the frustum (view pyramid)
460                         // similar to quake's RecursiveWorldNode but without cache misses
461                         r_viewcache.world_novis = true;
462                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
463                         {
464                                 // if leaf is in current pvs and on the screen, mark its surfaces
465                                 if (!R_CullBox(leaf->mins, leaf->maxs))
466                                 {
467                                         r_refdef.stats.world_leafs++;
468                                         r_viewcache.world_leafvisible[j] = true;
469                                         if (leaf->numleafsurfaces)
470                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
471                                                         r_viewcache.world_surfacevisible[*mark] = true;
472                                 }
473                         }
474                 }
475                 // if the user prefers to disable portal culling (testing?), simply
476                 // use all on-screen leafs that are in the pvs.
477                 else if (!r_useportalculling.integer)
478                 {
479                         // pvs method:
480                         // simply check if each leaf is in the Potentially Visible Set,
481                         // and cull to frustum (view pyramid)
482                         // similar to quake's RecursiveWorldNode but without cache misses
483                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
484                         {
485                                 // if leaf is in current pvs and on the screen, mark its surfaces
486                                 if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
487                                 {
488                                         r_refdef.stats.world_leafs++;
489                                         r_viewcache.world_leafvisible[j] = true;
490                                         if (leaf->numleafsurfaces)
491                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
492                                                         r_viewcache.world_surfacevisible[*mark] = true;
493                                 }
494                         }
495                 }
496                 // otherwise use a recursive portal flow, culling each portal to
497                 // frustum and checking if the leaf the portal leads to is in the pvs
498                 else
499                 {
500                         int leafstackpos;
501                         mportal_t *p;
502                         mleaf_t *leafstack[8192];
503                         // simple-frustum portal method:
504                         // follows portals leading outward from viewleaf, does not venture
505                         // offscreen or into leafs that are not visible, faster than
506                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
507                         // often culls some surfaces that pvs alone would miss
508                         // (such as a room in pvs that is hidden behind a wall, but the
509                         //  passage leading to the room is off-screen)
510                         leafstack[0] = viewleaf;
511                         leafstackpos = 1;
512                         while (leafstackpos)
513                         {
514                                 leaf = leafstack[--leafstackpos];
515                                 if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs])
516                                         continue;
517                                 r_refdef.stats.world_leafs++;
518                                 r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
519                                 // mark any surfaces bounding this leaf
520                                 if (leaf->numleafsurfaces)
521                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
522                                                 r_viewcache.world_surfacevisible[*mark] = true;
523                                 // follow portals into other leafs
524                                 // the checks are:
525                                 // if viewer is behind portal (portal faces outward into the scene)
526                                 // and the portal polygon's bounding box is on the screen
527                                 // and the leaf has not been visited yet
528                                 // and the leaf is visible in the pvs
529                                 // (the first two checks won't cause as many cache misses as the leaf checks)
530                                 for (p = leaf->portals;p;p = p->next)
531                                 {
532                                         r_refdef.stats.world_portals++;
533                                         if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1)
534                                          && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs]
535                                          && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)
536                                          && !R_CullBox(p->mins, p->maxs)
537                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
538                                                 leafstack[leafstackpos++] = p->past;
539                                 }
540                         }
541                 }
542         }
543 }
544
545 void R_Q1BSP_DrawSky(entity_render_t *ent)
546 {
547         if (ent->model == NULL)
548                 return;
549         if (ent == r_refdef.worldentity)
550                 R_DrawWorldSurfaces(true, true, false, false, false);
551         else
552                 R_DrawModelSurfaces(ent, true, true, false, false, false);
553 }
554
555 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
556 {
557         model_t *model = ent->model;
558         if (model == NULL)
559                 return;
560         if (ent == r_refdef.worldentity)
561                 R_DrawWorldSurfaces(false, false, false, true, false);
562         else
563                 R_DrawModelSurfaces(ent, false, false, false, true, false);
564 }
565
566 void R_Q1BSP_Draw(entity_render_t *ent)
567 {
568         model_t *model = ent->model;
569         if (model == NULL)
570                 return;
571         if (ent == r_refdef.worldentity)
572                 R_DrawWorldSurfaces(false, true, false, false, false);
573         else
574                 R_DrawModelSurfaces(ent, false, true, false, false, false);
575 }
576
577 void R_Q1BSP_DrawDepth(entity_render_t *ent)
578 {
579         model_t *model = ent->model;
580         if (model == NULL)
581                 return;
582         if (ent == r_refdef.worldentity)
583                 R_DrawWorldSurfaces(false, false, true, false, false);
584         else
585                 R_DrawModelSurfaces(ent, false, false, true, false, false);
586 }
587
588 void R_Q1BSP_DrawDebug(entity_render_t *ent)
589 {
590         if (ent->model == NULL)
591                 return;
592         if (ent == r_refdef.worldentity)
593                 R_DrawWorldSurfaces(false, false, false, false, true);
594         else
595                 R_DrawModelSurfaces(ent, false, false, false, false, true);
596 }
597
598 typedef struct r_q1bsp_getlightinfo_s
599 {
600         model_t *model;
601         vec3_t relativelightorigin;
602         float lightradius;
603         int *outleaflist;
604         unsigned char *outleafpvs;
605         int outnumleafs;
606         int *outsurfacelist;
607         unsigned char *outsurfacepvs;
608         unsigned char *tempsurfacepvs;
609         unsigned char *outshadowtrispvs;
610         unsigned char *outlighttrispvs;
611         int outnumsurfaces;
612         vec3_t outmins;
613         vec3_t outmaxs;
614         vec3_t lightmins;
615         vec3_t lightmaxs;
616         const unsigned char *pvs;
617         qboolean svbsp_active;
618         qboolean svbsp_insertoccluder;
619 }
620 r_q1bsp_getlightinfo_t;
621
622 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
623 {
624         int sides;
625         mleaf_t *leaf;
626         for (;;)
627         {
628                 mplane_t *plane = node->plane;
629                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
630                 //      return;
631                 if (!plane)
632                         break;
633                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
634                 //      return;
635                 if (plane->type < 3)
636                 {
637                         if (info->lightmins[plane->type] > plane->dist)
638                                 node = node->children[0];
639                         else if (info->lightmaxs[plane->type] < plane->dist)
640                                 node = node->children[1];
641                         else if (info->relativelightorigin[plane->type] >= plane->dist)
642                         {
643                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
644                                 node = node->children[1];
645                         }
646                         else
647                         {
648                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
649                                 node = node->children[0];
650                         }
651                 }
652                 else
653                 {
654                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
655                         if (sides == 3)
656                         {
657                                 // recurse front side first because the svbsp building prefers it
658                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
659                                 {
660                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
661                                         node = node->children[1];
662                                 }
663                                 else
664                                 {
665                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
666                                         node = node->children[0];
667                                 }
668                         }
669                         else if (sides == 0)
670                                 return; // ERROR: NAN bounding box!
671                         else
672                                 node = node->children[sides - 1];
673                 }
674         }
675         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
676                 return;
677         leaf = (mleaf_t *)node;
678         if (info->svbsp_active)
679         {
680                 int i;
681                 mportal_t *portal;
682                 double points[128][3];
683                 for (portal = leaf->portals;portal;portal = portal->next)
684                 {
685                         for (i = 0;i < portal->numpoints;i++)
686                                 VectorCopy(portal->points[i].position, points[i]);
687                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
688                                 break;
689                 }
690                 if (portal == NULL)
691                         return; // no portals of this leaf visible
692         }
693         else
694         {
695                 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
696                         return;
697         }
698         // inserting occluders does not alter the leaf info
699         if (!info->svbsp_insertoccluder)
700         {
701                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
702                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
703                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
704                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
705                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
706                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
707                 if (info->outleafpvs)
708                 {
709                         int leafindex = leaf - info->model->brush.data_leafs;
710                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
711                         {
712                                 SETPVSBIT(info->outleafpvs, leafindex);
713                                 info->outleaflist[info->outnumleafs++] = leafindex;
714                         }
715                 }
716         }
717         if (info->outsurfacepvs)
718         {
719                 int leafsurfaceindex;
720                 int surfaceindex;
721                 int triangleindex, t;
722                 msurface_t *surface;
723                 const int *e;
724                 const vec_t *v[3];
725                 double v2[3][3];
726                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
727                 {
728                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
729                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
730                         {
731                                 surface = info->model->data_surfaces + surfaceindex;
732                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
733                                  && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
734                                 {
735                                         qboolean addedtris = false;
736                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
737                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
738                                         {
739                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
740                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
741                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
742                                                 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
743                                                 {
744                                                         if (info->svbsp_insertoccluder)
745                                                         {
746                                                                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
747                                                                         continue;
748                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
749                                                                         continue;
750                                                                 VectorCopy(v[0], v2[0]);
751                                                                 VectorCopy(v[1], v2[1]);
752                                                                 VectorCopy(v[2], v2[2]);
753                                                                 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
754                                                                         continue;
755                                                                 addedtris = true;
756                                                         }
757                                                         else
758                                                         {
759                                                                 if (info->svbsp_active)
760                                                                 {
761                                                                         VectorCopy(v[0], v2[0]);
762                                                                         VectorCopy(v[1], v2[1]);
763                                                                         VectorCopy(v[2], v2[2]);
764                                                                         if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
765                                                                                 continue;
766                                                                 }
767                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
768                                                                 {
769                                                                         // if the material is double sided we
770                                                                         // can't cull by direction
771                                                                         SETPVSBIT(info->outlighttrispvs, t);
772                                                                         addedtris = true;
773                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
774                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
775                                                                 }
776                                                                 else if (r_shadow_frontsidecasting.integer)
777                                                                 {
778                                                                         // front side casting occludes backfaces,
779                                                                         // so they are completely useless as both
780                                                                         // casters and lit polygons
781                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
782                                                                                 continue;
783                                                                         SETPVSBIT(info->outlighttrispvs, t);
784                                                                         addedtris = true;
785                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
786                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
787                                                                 }
788                                                                 else
789                                                                 {
790                                                                         // back side casting does not occlude
791                                                                         // anything so we can't cull lit polygons
792                                                                         SETPVSBIT(info->outlighttrispvs, t);
793                                                                         addedtris = true;
794                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
795                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
796                                                                 }
797                                                         }
798                                                 }
799                                         }
800                                         if (addedtris)
801                                         {
802                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
803                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
804                                         }
805                                 }
806                         }
807                 }
808         }
809 }
810
811 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
812 {
813         if (use_svbsp)
814         {
815                 double origin[3];
816                 VectorCopy(info->relativelightorigin, origin);
817                 if (!r_svbsp.nodes)
818                 {
819                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
820                         r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
821                 }
822                 info->svbsp_active = true;
823                 info->svbsp_insertoccluder = true;
824                 for (;;)
825                 {
826                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
827                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
828                         // if that failed, retry with more nodes
829                         if (r_svbsp.ranoutofnodes)
830                         {
831                                 // an upper limit is imposed
832                                 if (r_svbsp.maxnodes >= 2<<22)
833                                         break;
834                                 Mem_Free(r_svbsp.nodes);
835                                 r_svbsp.maxnodes *= 2;
836                                 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
837                         }
838                         else
839                                 break;
840                 }
841                 // now clear the surfacepvs array because we need to redo it
842                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
843                 info->outnumsurfaces = 0;
844         }
845         else
846                 info->svbsp_active = false;
847
848         // we HAVE to mark the leaf the light is in as lit, because portals are
849         // irrelevant to a leaf that the light source is inside of
850         // (and they are all facing away, too)
851         {
852                 mnode_t *node = info->model->brush.data_nodes;
853                 mleaf_t *leaf;
854                 while (node->plane)
855                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
856                 leaf = (mleaf_t *)node;
857                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
858                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
859                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
860                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
861                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
862                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
863                 if (info->outleafpvs)
864                 {
865                         int leafindex = leaf - info->model->brush.data_leafs;
866                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
867                         {
868                                 SETPVSBIT(info->outleafpvs, leafindex);
869                                 info->outleaflist[info->outnumleafs++] = leafindex;
870                         }
871                 }
872         }
873
874         info->svbsp_insertoccluder = false;
875         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
876         if (developer.integer >= 100 && use_svbsp)
877         {
878                 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
879                 Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
880                 Con_Printf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
881         }
882 }
883
884 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs)
885 {
886         r_q1bsp_getlightinfo_t info;
887         VectorCopy(relativelightorigin, info.relativelightorigin);
888         info.lightradius = lightradius;
889         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
890         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
891         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
892         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
893         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
894         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
895         if (ent->model == NULL)
896         {
897                 VectorCopy(info.lightmins, outmins);
898                 VectorCopy(info.lightmaxs, outmaxs);
899                 *outnumleafspointer = 0;
900                 *outnumsurfacespointer = 0;
901                 return;
902         }
903         info.model = ent->model;
904         info.outleaflist = outleaflist;
905         info.outleafpvs = outleafpvs;
906         info.outnumleafs = 0;
907         info.outsurfacelist = outsurfacelist;
908         info.outsurfacepvs = outsurfacepvs;
909         info.outshadowtrispvs = outshadowtrispvs;
910         info.outlighttrispvs = outlighttrispvs;
911         info.outnumsurfaces = 0;
912         VectorCopy(info.relativelightorigin, info.outmins);
913         VectorCopy(info.relativelightorigin, info.outmaxs);
914         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
915         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
916         if (info.model->brush.shadowmesh)
917                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
918         else
919                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
920         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
921         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
922                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
923         else
924                 info.pvs = NULL;
925         R_UpdateAllTextureInfo(ent);
926
927         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
928         {
929                 // use portal recursion for exact light volume culling, and exact surface checking
930                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
931         }
932         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
933         {
934                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
935                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
936         }
937         else
938         {
939                 // recurse the bsp tree, checking leafs and surfaces for visibility
940                 // optionally using svbsp for exact culling of compiled lights
941                 // (or if the user enables dlight svbsp culling, which is mostly for
942                 //  debugging not actual use)
943                 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
944         }
945
946         // limit combined leaf box to light boundaries
947         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
948         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
949         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
950         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
951         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
952         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
953
954         *outnumleafspointer = info.outnumleafs;
955         *outnumsurfacespointer = info.outnumsurfaces;
956 }
957
958 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
959 {
960         model_t *model = ent->model;
961         msurface_t *surface;
962         int surfacelistindex;
963         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
964         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
965         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
966         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
967         {
968                 surface = model->data_surfaces + surfacelist[surfacelistindex];
969                 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
970                         continue;
971                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
972         }
973         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
974         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
975 }
976
977 extern cvar_t r_polygonoffset_submodel_factor;
978 extern cvar_t r_polygonoffset_submodel_offset;
979 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
980 {
981         model_t *model = ent->model;
982         msurface_t *surface;
983         int modelsurfacelistindex;
984         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
985         // check the box in modelspace, it was already checked in worldspace
986         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
987                 return;
988         R_UpdateAllTextureInfo(ent);
989         if (ent->model->brush.submodel)
990                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
991         if (model->brush.shadowmesh)
992         {
993                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
994                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
995                 {
996                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
997                         if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
998                                 continue;
999                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1000                 }
1001                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
1002         }
1003         else
1004         {
1005                 projectdistance = lightradius + model->radius*2;
1006                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1007                 // identify lit faces within the bounding box
1008                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1009                 {
1010                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1011                         rsurface.texture = surface->texture->currentframe;
1012                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1013                                 continue;
1014                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1015                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1016                 }
1017                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
1018         }
1019         if (ent->model->brush.submodel)
1020                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1021 }
1022
1023 #define BATCHSIZE 1024
1024
1025 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1026 {
1027         int i, j, endsurface;
1028         texture_t *t;
1029         msurface_t *surface;
1030         // note: in practice this never actually receives batches), oh well
1031         R_Shadow_RenderMode_Begin();
1032         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
1033         R_Shadow_RenderMode_Lighting(false, true);
1034         R_Shadow_SetupEntityLight(ent);
1035         for (i = 0;i < numsurfaces;i = j)
1036         {
1037                 j = i + 1;
1038                 surface = rsurface.modelsurfaces + surfacelist[i];
1039                 t = surface->texture;
1040                 R_UpdateTextureInfo(ent, t);
1041                 rsurface.texture = t->currentframe;
1042                 endsurface = min(j + BATCHSIZE, numsurfaces);
1043                 for (j = i;j < endsurface;j++)
1044                 {
1045                         surface = rsurface.modelsurfaces + surfacelist[j];
1046                         if (t != surface->texture)
1047                                 break;
1048                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1049                         R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
1050                 }
1051         }
1052         R_Shadow_RenderMode_End();
1053 }
1054
1055 #define RSURF_MAX_BATCHSURFACES 1024
1056
1057 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
1058 {
1059         model_t *model = ent->model;
1060         msurface_t *surface;
1061         int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
1062         qboolean usebufferobject, culltriangles;
1063         const int *element3i;
1064         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1065         int batchelements[BATCHSIZE*3];
1066         texture_t *tex;
1067         CHECKGLERROR
1068         RSurf_ActiveModelEntity(ent, true, true);
1069         R_UpdateAllTextureInfo(ent);
1070         CHECKGLERROR
1071         culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
1072         element3i = rsurface.modelelement3i;
1073         // this is a double loop because non-visible surface skipping has to be
1074         // fast, and even if this is not the world model (and hence no visibility
1075         // checking) the input surface list and batch buffer are different formats
1076         // so some processing is necessary.  (luckily models have few surfaces)
1077         for (i = 0;i < numsurfaces;)
1078         {
1079                 batchnumsurfaces = 0;
1080                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1081                 if (ent == r_refdef.worldentity)
1082                 {
1083                         for (;i < endsurface;i++)
1084                                 if (r_viewcache.world_surfacevisible[surfacelist[i]])
1085                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1086                 }
1087                 else
1088                 {
1089                         for (;i < endsurface;i++)
1090                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1091                 }
1092                 if (!batchnumsurfaces)
1093                         continue;
1094                 for (k = 0;k < batchnumsurfaces;k = l)
1095                 {
1096                         surface = batchsurfacelist[k];
1097                         tex = surface->texture;
1098                         rsurface.texture = tex->currentframe;
1099                         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
1100                         {
1101                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1102                                 {
1103                                         vec3_t tempcenter, center;
1104                                         for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
1105                                         {
1106                                                 surface = batchsurfacelist[l];
1107                                                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1108                                                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1109                                                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1110                                                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1111                                                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1112                                         }
1113                                 }
1114                                 else
1115                                 {
1116                                         // use the bufferobject if all triangles are accepted
1117                                         usebufferobject = true;
1118                                         batchnumtriangles = 0;
1119                                         // note: this only accepts consecutive surfaces because
1120                                         // non-consecutive surfaces often have extreme vertex
1121                                         // ranges (due to large numbers of surfaces omitted
1122                                         // between them)
1123                                         surface = batchsurfacelist[k];
1124                                         for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++)
1125                                         {
1126                                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1127                                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1128                                                 {
1129                                                         if (culltriangles)
1130                                                         {
1131                                                                 if (trispvs)
1132                                                                 {
1133                                                                         if (!CHECKPVSBIT(trispvs, m))
1134                                                                         {
1135                                                                                 usebufferobject = false;
1136                                                                                 continue;
1137                                                                         }
1138                                                                 }
1139                                                                 else
1140                                                                 {
1141                                                                         if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
1142                                                                         {
1143                                                                                 usebufferobject = false;
1144                                                                                 continue;
1145                                                                         }
1146                                                                 }
1147                                                         }
1148                                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1149                                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1150                                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1151                                                         batchnumtriangles++;
1152                                                         r_refdef.stats.lights_lighttriangles++;
1153                                                         if (batchnumtriangles >= BATCHSIZE)
1154                                                         {
1155                                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1156                                                                 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1157                                                                 batchnumtriangles = 0;
1158                                                                 usebufferobject = false;
1159                                                         }
1160                                                 }
1161                                                 r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
1162                                         }
1163                                         if (batchnumtriangles > 0)
1164                                         {
1165                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1166                                                 if (usebufferobject)
1167                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle);
1168                                                 else
1169                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1170                                         }
1171                                 }
1172                         }
1173                         else
1174                         {
1175                                 // skip ahead to the next texture
1176                                 for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
1177                                         ;
1178                         }
1179                 }
1180         }
1181 }
1182
1183 //Made by [515]
1184 void R_ReplaceWorldTexture (void)
1185 {
1186         model_t         *m;
1187         texture_t       *t;
1188         int                     i;
1189         const char      *r, *newt;
1190         skinframe_t *skinframe;
1191         if (!r_refdef.worldmodel)
1192         {
1193                 Con_Printf("There is no worldmodel\n");
1194                 return;
1195         }
1196         m = r_refdef.worldmodel;
1197
1198         if(Cmd_Argc() < 2)
1199         {
1200                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1201                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1202                 return;
1203         }
1204         if(!cl.islocalgame || !cl.worldmodel)
1205         {
1206                 Con_Print("This command works only in singleplayer\n");
1207                 return;
1208         }
1209         r = Cmd_Argv(1);
1210         newt = Cmd_Argv(2);
1211         if(!newt[0])
1212                 newt = r;
1213         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1214         {
1215                 if(t->width && !strcasecmp(t->name, r))
1216                 {
1217                         if ((skinframe = R_SkinFrame_LoadExternal((char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
1218                         {
1219                                 t->skinframes[0] = skinframe;
1220                                 Con_Printf("%s replaced with %s\n", r, newt);
1221                                 return;
1222                         }
1223                         else
1224                         {
1225                                 Con_Printf("%s was not found\n", newt);
1226                                 return;
1227                         }
1228                 }
1229         }
1230 }
1231
1232 //Made by [515]
1233 void R_ListWorldTextures (void)
1234 {
1235         model_t         *m;
1236         texture_t       *t;
1237         int                     i;
1238         if (!r_refdef.worldmodel)
1239         {
1240                 Con_Printf("There is no worldmodel\n");
1241                 return;
1242         }
1243         m = r_refdef.worldmodel;
1244
1245         Con_Print("Worldmodel textures :\n");
1246         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1247                 if (t->numskinframes)
1248                         Con_Printf("%s\n", t->name);
1249 }
1250
1251 #if 0
1252 static void gl_surf_start(void)
1253 {
1254 }
1255
1256 static void gl_surf_shutdown(void)
1257 {
1258 }
1259
1260 static void gl_surf_newmap(void)
1261 {
1262 }
1263 #endif
1264
1265 void GL_Surf_Init(void)
1266 {
1267
1268         Cvar_RegisterVariable(&r_ambient);
1269         Cvar_RegisterVariable(&r_lockpvs);
1270         Cvar_RegisterVariable(&r_lockvisibility);
1271         Cvar_RegisterVariable(&r_useportalculling);
1272         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1273
1274         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1275         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1276
1277         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1278 }
1279