reset rsurface.entity to NULL after each entity is rendered
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         dp_model_t *model = ent->model;
47         int *intblocklights;
48         unsigned char *templight;
49
50         smax = (surface->lightmapinfo->extents[0]>>4)+1;
51         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
52         size = smax*tmax;
53         size3 = size*3;
54
55         r_refdef.stats.lightmapupdatepixels += size;
56         r_refdef.stats.lightmapupdates++;
57
58         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
59         {
60                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61                 if (cl.buildlightmapmemory)
62                         Mem_Free(cl.buildlightmapmemory);
63                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
64         }
65
66         // these both point at the same buffer, templight is only used for final
67         // processing and can replace the intblocklights data as it goes
68         intblocklights = (int *)cl.buildlightmapmemory;
69         templight = (unsigned char *)cl.buildlightmapmemory;
70
71         // update cached lighting info
72         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
73
74         lightmap = surface->lightmapinfo->samples;
75
76 // set to full bright if no light data
77         bl = intblocklights;
78         if (!model->brushq1.lightdata)
79         {
80                 for (i = 0;i < size3;i++)
81                         bl[i] = 128*256;
82         }
83         else
84         {
85 // clear to no light
86                 memset(bl, 0, size3*sizeof(*bl));
87
88 // add all the lightmaps
89                 if (lightmap)
90                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92                                         bl[i] += lightmap[i] * scale;
93         }
94
95         stain = surface->lightmapinfo->stainsamples;
96         bl = intblocklights;
97         out = templight;
98         // the >> 16 shift adjusts down 8 bits to account for the stainmap
99         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100         // be doubled during rendering to achieve 2x overbright
101         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
102         if (stain)
103         {
104                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
105                 {
106                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
107                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
108                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
109                         out[3] = 255;
110                 }
111         }
112         else
113         {
114                 for (i = 0;i < size;i++, bl += 3, out += 4)
115                 {
116                         l = bl[0] >> 8;out[2] = min(l, 255);
117                         l = bl[1] >> 8;out[1] = min(l, 255);
118                         l = bl[2] >> 8;out[0] = min(l, 255);
119                         out[3] = 255;
120                 }
121         }
122
123         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
124
125         // update the surface's deluxemap if it has one
126         if (surface->deluxemaptexture != r_texture_blanknormalmap)
127         {
128                 vec3_t n;
129                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
130                 lightmap = surface->lightmapinfo->samples;
131                 // clear to no normalmap
132                 bl = intblocklights;
133                 memset(bl, 0, size3*sizeof(*bl));
134                 // add all the normalmaps
135                 if (lightmap && normalmap)
136                 {
137                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
138                         {
139                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
140                                 {
141                                         // add the normalmap with weighting proportional to the style's lightmap intensity
142                                         l = (int)(VectorLength(lightmap + i*3) * scale);
143                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
144                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
145                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
146                                 }
147                         }
148                 }
149                 bl = intblocklights;
150                 out = templight;
151                 // we simply renormalize the weighted normals to get a valid deluxemap
152                 for (i = 0;i < size;i++, bl += 3, out += 4)
153                 {
154                         VectorCopy(bl, n);
155                         VectorNormalize(n);
156                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
157                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
158                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
159                         out[3] = 255;
160                 }
161                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
162         }
163 }
164
165 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
166 {
167         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
168         msurface_t *surface, *endsurface;
169         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
170         unsigned char *bl;
171         vec3_t impact;
172
173         maxdist = radius * radius;
174         invradius = 1.0f / radius;
175
176 loc0:
177         if (!node->plane)
178                 return;
179         ndist = PlaneDiff(origin, node->plane);
180         if (ndist > radius)
181         {
182                 node = node->children[0];
183                 goto loc0;
184         }
185         if (ndist < -radius)
186         {
187                 node = node->children[1];
188                 goto loc0;
189         }
190
191         dist2 = ndist * ndist;
192         maxdist3 = maxdist - dist2;
193
194         if (node->plane->type < 3)
195         {
196                 VectorCopy(origin, impact);
197                 impact[node->plane->type] -= ndist;
198         }
199         else
200         {
201                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
202                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
203                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
204         }
205
206         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
207         {
208                 if (surface->lightmapinfo->stainsamples)
209                 {
210                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
211                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
212
213                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
214                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
215
216                         s = bound(0, impacts, smax * 16) - impacts;
217                         t = bound(0, impactt, tmax * 16) - impactt;
218                         i = (int)(s * s + t * t + dist2);
219                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
220                                 continue;
221
222                         // reduce calculations
223                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
224                                 sdtable[s] = i * i + dist2;
225
226                         bl = surface->lightmapinfo->stainsamples;
227                         smax3 = smax * 3;
228                         stained = false;
229
230                         i = impactt;
231                         for (t = 0;t < tmax;t++, i -= 16)
232                         {
233                                 td = i * i;
234                                 // make sure some part of it is visible on this line
235                                 if (td < maxdist3)
236                                 {
237                                         maxdist2 = maxdist - td;
238                                         for (s = 0;s < smax;s++)
239                                         {
240                                                 if (sdtable[s] < maxdist2)
241                                                 {
242                                                         ratio = lhrandom(0.0f, 1.0f);
243                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
244                                                         if (a >= (1.0f / 64.0f))
245                                                         {
246                                                                 if (a > 1)
247                                                                         a = 1;
248                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
249                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
250                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
251                                                                 stained = true;
252                                                         }
253                                                 }
254                                                 bl += 3;
255                                         }
256                                 }
257                                 else // skip line
258                                         bl += smax3;
259                         }
260                         // force lightmap upload
261                         if (stained)
262                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
263                 }
264         }
265
266         if (node->children[0]->plane)
267         {
268                 if (node->children[1]->plane)
269                 {
270                         R_StainNode(node->children[0], model, origin, radius, fcolor);
271                         node = node->children[1];
272                         goto loc0;
273                 }
274                 else
275                 {
276                         node = node->children[0];
277                         goto loc0;
278                 }
279         }
280         else if (node->children[1]->plane)
281         {
282                 node = node->children[1];
283                 goto loc0;
284         }
285 }
286
287 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
288 {
289         int n;
290         float fcolor[8];
291         entity_render_t *ent;
292         dp_model_t *model;
293         vec3_t org;
294         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
295                 return;
296         fcolor[0] = cr1;
297         fcolor[1] = cg1;
298         fcolor[2] = cb1;
299         fcolor[3] = ca1 * (1.0f / 64.0f);
300         fcolor[4] = cr2 - cr1;
301         fcolor[5] = cg2 - cg1;
302         fcolor[6] = cb2 - cb1;
303         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
304
305         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
306
307         // look for embedded bmodels
308         for (n = 0;n < cl.num_brushmodel_entities;n++)
309         {
310                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
311                 model = ent->model;
312                 if (model && model->name[0] == '*')
313                 {
314                         if (model->brush.data_nodes)
315                         {
316                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
317                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
318                         }
319                 }
320         }
321 }
322
323
324 /*
325 =============================================================
326
327         BRUSH MODELS
328
329 =============================================================
330 */
331
332 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
333 {
334         // due to the hacky nature of this function's parameters, this is never
335         // called with a batch, so numsurfaces is always 1, and the surfacelist
336         // contains only a leaf number for coloring purposes
337         const mportal_t *portal = (mportal_t *)ent;
338         int i, numpoints;
339         float *v;
340         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
341         CHECKGLERROR
342         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
343         GL_DepthMask(false);
344         GL_DepthRange(0, 1);
345         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
346         GL_DepthTest(true);
347         GL_CullFace(GL_NONE);
348         R_Mesh_Matrix(&identitymatrix);
349
350         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
351
352         R_Mesh_VertexPointer(vertex3f, 0, 0);
353         R_Mesh_ColorPointer(NULL, 0, 0);
354         R_Mesh_ResetTextureState();
355         R_SetupGenericShader(false);
356
357         i = surfacelist[0];
358         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361                          0.125f);
362         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
363                 VectorCopy(portal->points[i].position, v);
364         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
365 }
366
367 // LordHavoc: this is just a nice debugging tool, very slow
368 void R_DrawPortals(void)
369 {
370         int i, leafnum;
371         mportal_t *portal;
372         float center[3], f;
373         dp_model_t *model = r_refdef.scene.worldmodel;
374         if (model == NULL)
375                 return;
376         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
377         {
378                 if (r_refdef.viewcache.world_leafvisible[leafnum])
379                 {
380                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
381                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
382                         {
383                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
384                                 if (!R_CullBox(portal->mins, portal->maxs))
385                                 {
386                                         VectorClear(center);
387                                         for (i = 0;i < portal->numpoints;i++)
388                                                 VectorAdd(center, portal->points[i].position, center);
389                                         f = ixtable[portal->numpoints];
390                                         VectorScale(center, f, center);
391                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
392                                 }
393                         }
394                 }
395         }
396 }
397
398 void R_View_WorldVisibility(qboolean forcenovis)
399 {
400         int i, j, *mark;
401         mleaf_t *leaf;
402         mleaf_t *viewleaf;
403         dp_model_t *model = r_refdef.scene.worldmodel;
404
405         if (!model)
406                 return;
407
408         if (r_refdef.view.usecustompvs)
409         {
410                 // clear the visible surface and leaf flags arrays
411                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
412                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
413                 r_refdef.viewcache.world_novis = false;
414
415                 // simply cull each marked leaf to the frustum (view pyramid)
416                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
417                 {
418                         // if leaf is in current pvs and on the screen, mark its surfaces
419                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
420                         {
421                                 r_refdef.stats.world_leafs++;
422                                 r_refdef.viewcache.world_leafvisible[j] = true;
423                                 if (leaf->numleafsurfaces)
424                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
425                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
426                         }
427                 }
428                 return;
429         }
430
431         // if possible find the leaf the view origin is in
432         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
433         // if possible fetch the visible cluster bits
434         if (!r_lockpvs.integer && model->brush.FatPVS)
435                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
436
437         if (!r_lockvisibility.integer)
438         {
439                 // clear the visible surface and leaf flags arrays
440                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
441                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
442
443                 r_refdef.viewcache.world_novis = false;
444
445                 // if floating around in the void (no pvs data available, and no
446                 // portals available), simply use all on-screen leafs.
447                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
448                 {
449                         // no visibility method: (used when floating around in the void)
450                         // simply cull each leaf to the frustum (view pyramid)
451                         // similar to quake's RecursiveWorldNode but without cache misses
452                         r_refdef.viewcache.world_novis = true;
453                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
454                         {
455                                 // if leaf is in current pvs and on the screen, mark its surfaces
456                                 if (!R_CullBox(leaf->mins, leaf->maxs))
457                                 {
458                                         r_refdef.stats.world_leafs++;
459                                         r_refdef.viewcache.world_leafvisible[j] = true;
460                                         if (leaf->numleafsurfaces)
461                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
462                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
463                                 }
464                         }
465                 }
466                 // just check if each leaf in the PVS is on screen
467                 // (unless portal culling is enabled)
468                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
469                 {
470                         // pvs method:
471                         // simply check if each leaf is in the Potentially Visible Set,
472                         // and cull to frustum (view pyramid)
473                         // similar to quake's RecursiveWorldNode but without cache misses
474                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
475                         {
476                                 // if leaf is in current pvs and on the screen, mark its surfaces
477                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
478                                 {
479                                         r_refdef.stats.world_leafs++;
480                                         r_refdef.viewcache.world_leafvisible[j] = true;
481                                         if (leaf->numleafsurfaces)
482                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
483                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
484                                 }
485                         }
486                 }
487                 // if desired use a recursive portal flow, culling each portal to
488                 // frustum and checking if the leaf the portal leads to is in the pvs
489                 else
490                 {
491                         int leafstackpos;
492                         mportal_t *p;
493                         mleaf_t *leafstack[8192];
494                         // simple-frustum portal method:
495                         // follows portals leading outward from viewleaf, does not venture
496                         // offscreen or into leafs that are not visible, faster than
497                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
498                         // often culls some surfaces that pvs alone would miss
499                         // (such as a room in pvs that is hidden behind a wall, but the
500                         //  passage leading to the room is off-screen)
501                         leafstack[0] = viewleaf;
502                         leafstackpos = 1;
503                         while (leafstackpos)
504                         {
505                                 leaf = leafstack[--leafstackpos];
506                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
507                                         continue;
508                                 r_refdef.stats.world_leafs++;
509                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
510                                 // mark any surfaces bounding this leaf
511                                 if (leaf->numleafsurfaces)
512                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
513                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
514                                 // follow portals into other leafs
515                                 // the checks are:
516                                 // if viewer is behind portal (portal faces outward into the scene)
517                                 // and the portal polygon's bounding box is on the screen
518                                 // and the leaf has not been visited yet
519                                 // and the leaf is visible in the pvs
520                                 // (the first two checks won't cause as many cache misses as the leaf checks)
521                                 for (p = leaf->portals;p;p = p->next)
522                                 {
523                                         r_refdef.stats.world_portals++;
524                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
525                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
526                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
527                                          && !R_CullBox(p->mins, p->maxs)
528                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
529                                                 leafstack[leafstackpos++] = p->past;
530                                 }
531                         }
532                 }
533         }
534 }
535
536 void R_Q1BSP_DrawSky(entity_render_t *ent)
537 {
538         if (ent->model == NULL)
539                 return;
540         if (ent == r_refdef.scene.worldentity)
541                 R_DrawWorldSurfaces(true, true, false, false);
542         else
543                 R_DrawModelSurfaces(ent, true, true, false, false);
544 }
545
546 extern void R_Water_AddWaterPlane(msurface_t *surface);
547 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
548 {
549         int i, j, flagsmask;
550         dp_model_t *model = ent->model;
551         msurface_t *surfaces;
552         if (model == NULL)
553                 return;
554
555         if (ent == r_refdef.scene.worldentity)
556                 RSurf_ActiveWorldEntity();
557         else
558                 RSurf_ActiveModelEntity(ent, false, false);
559
560         surfaces = model->data_surfaces;
561         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
562
563         // add visible surfaces to draw list
564         if (ent == r_refdef.scene.worldentity)
565         {
566                 for (i = 0;i < model->nummodelsurfaces;i++)
567                 {
568                         j = model->sortedmodelsurfaces[i];
569                         if (r_refdef.viewcache.world_surfacevisible[j])
570                                 if (surfaces[j].texture->basematerialflags & flagsmask)
571                                         R_Water_AddWaterPlane(surfaces + j);
572                 }
573         }
574         else
575         {
576                 for (i = 0;i < model->nummodelsurfaces;i++)
577                 {
578                         j = model->sortedmodelsurfaces[i];
579                         if (surfaces[j].texture->basematerialflags & flagsmask)
580                                 R_Water_AddWaterPlane(surfaces + j);
581                 }
582         }
583         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
584 }
585
586 void R_Q1BSP_Draw(entity_render_t *ent)
587 {
588         dp_model_t *model = ent->model;
589         if (model == NULL)
590                 return;
591         if (ent == r_refdef.scene.worldentity)
592                 R_DrawWorldSurfaces(false, true, false, false);
593         else
594                 R_DrawModelSurfaces(ent, false, true, false, false);
595 }
596
597 void R_Q1BSP_DrawDepth(entity_render_t *ent)
598 {
599         dp_model_t *model = ent->model;
600         if (model == NULL)
601                 return;
602         GL_ColorMask(0,0,0,0);
603         GL_Color(1,1,1,1);
604         GL_DepthTest(true);
605         GL_BlendFunc(GL_ONE, GL_ZERO);
606         GL_DepthMask(true);
607         GL_AlphaTest(false);
608         R_Mesh_ColorPointer(NULL, 0, 0);
609         R_Mesh_ResetTextureState();
610         R_SetupDepthOrShadowShader();
611         if (ent == r_refdef.scene.worldentity)
612                 R_DrawWorldSurfaces(false, false, true, false);
613         else
614                 R_DrawModelSurfaces(ent, false, false, true, false);
615         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
616 }
617
618 void R_Q1BSP_DrawDebug(entity_render_t *ent)
619 {
620         if (ent->model == NULL)
621                 return;
622         if (ent == r_refdef.scene.worldentity)
623                 R_DrawWorldSurfaces(false, false, false, true);
624         else
625                 R_DrawModelSurfaces(ent, false, false, false, true);
626 }
627
628 typedef struct r_q1bsp_getlightinfo_s
629 {
630         dp_model_t *model;
631         vec3_t relativelightorigin;
632         float lightradius;
633         int *outleaflist;
634         unsigned char *outleafpvs;
635         int outnumleafs;
636         unsigned char *visitingleafpvs;
637         int *outsurfacelist;
638         unsigned char *outsurfacepvs;
639         unsigned char *tempsurfacepvs;
640         unsigned char *outshadowtrispvs;
641         unsigned char *outlighttrispvs;
642         int outnumsurfaces;
643         vec3_t outmins;
644         vec3_t outmaxs;
645         vec3_t lightmins;
646         vec3_t lightmaxs;
647         const unsigned char *pvs;
648         qboolean svbsp_active;
649         qboolean svbsp_insertoccluder;
650 }
651 r_q1bsp_getlightinfo_t;
652
653 static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
654 {
655         int sides;
656         mleaf_t *leaf;
657         for (;;)
658         {
659                 mplane_t *plane = node->plane;
660                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
661                 //      return;
662                 if (!plane)
663                         break;
664                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
665                 //      return;
666                 if (plane->type < 3)
667                 {
668                         if (info->lightmins[plane->type] > plane->dist)
669                                 node = node->children[0];
670                         else if (info->lightmaxs[plane->type] < plane->dist)
671                                 node = node->children[1];
672                         else if (info->relativelightorigin[plane->type] >= plane->dist)
673                         {
674                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
675                                 node = node->children[1];
676                         }
677                         else
678                         {
679                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
680                                 node = node->children[0];
681                         }
682                 }
683                 else
684                 {
685                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
686                         if (sides == 3)
687                         {
688                                 // recurse front side first because the svbsp building prefers it
689                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
690                                 {
691                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
692                                         node = node->children[1];
693                                 }
694                                 else
695                                 {
696                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
697                                         node = node->children[0];
698                                 }
699                         }
700                         else if (sides == 0)
701                                 return; // ERROR: NAN bounding box!
702                         else
703                                 node = node->children[sides - 1];
704                 }
705         }
706         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
707                 return;
708         leaf = (mleaf_t *)node;
709         if (info->svbsp_active)
710         {
711                 int i;
712                 mportal_t *portal;
713                 double points[128][3];
714                 for (portal = leaf->portals;portal;portal = portal->next)
715                 {
716                         for (i = 0;i < portal->numpoints;i++)
717                                 VectorCopy(portal->points[i].position, points[i]);
718                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
719                                 break;
720                 }
721                 if (portal == NULL)
722                         return; // no portals of this leaf visible
723         }
724         else
725         {
726                 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
727                         return;
728         }
729         // inserting occluders does not alter the leaf info
730         if (!info->svbsp_insertoccluder)
731         {
732                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
733                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
734                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
735                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
736                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
737                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
738                 if (info->outleafpvs)
739                 {
740                         int leafindex = leaf - info->model->brush.data_leafs;
741                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
742                         {
743                                 SETPVSBIT(info->outleafpvs, leafindex);
744                                 info->outleaflist[info->outnumleafs++] = leafindex;
745                         }
746                 }
747         }
748         if (info->outsurfacepvs)
749         {
750                 int leafsurfaceindex;
751                 int surfaceindex;
752                 int triangleindex, t;
753                 int currentmaterialflags;
754                 msurface_t *surface;
755                 const int *e;
756                 const vec_t *v[3];
757                 double v2[3][3];
758                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
759                 {
760                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
761                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
762                         {
763                                 surface = info->model->data_surfaces + surfaceindex;
764                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
765                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
766                                  && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
767                                 {
768                                         qboolean addedtris = false;
769                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
770                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
771                                         {
772                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
773                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
774                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
775                                                 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
776                                                 {
777                                                         if (info->svbsp_insertoccluder)
778                                                         {
779                                                                 if (!(currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
780                                                                         continue;
781                                                                 if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
782                                                                         continue;
783                                                                 VectorCopy(v[0], v2[0]);
784                                                                 VectorCopy(v[1], v2[1]);
785                                                                 VectorCopy(v[2], v2[2]);
786                                                                 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
787                                                                         continue;
788                                                                 addedtris = true;
789                                                         }
790                                                         else
791                                                         {
792                                                                 if (info->svbsp_active)
793                                                                 {
794                                                                         VectorCopy(v[0], v2[0]);
795                                                                         VectorCopy(v[1], v2[1]);
796                                                                         VectorCopy(v[2], v2[2]);
797                                                                         if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
798                                                                                 continue;
799                                                                 }
800                                                                 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
801                                                                 {
802                                                                         // if the material is double sided we
803                                                                         // can't cull by direction
804                                                                         SETPVSBIT(info->outlighttrispvs, t);
805                                                                         addedtris = true;
806                                                                         if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
807                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
808                                                                 }
809                                                                 else if (r_shadow_frontsidecasting.integer)
810                                                                 {
811                                                                         // front side casting occludes backfaces,
812                                                                         // so they are completely useless as both
813                                                                         // casters and lit polygons
814                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
815                                                                                 continue;
816                                                                         SETPVSBIT(info->outlighttrispvs, t);
817                                                                         addedtris = true;
818                                                                         if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
819                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
820                                                                 }
821                                                                 else
822                                                                 {
823                                                                         // back side casting does not occlude
824                                                                         // anything so we can't cull lit polygons
825                                                                         SETPVSBIT(info->outlighttrispvs, t);
826                                                                         addedtris = true;
827                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
828                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
829                                                                 }
830                                                         }
831                                                 }
832                                         }
833                                         if (addedtris)
834                                         {
835                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
836                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
837                                         }
838                                 }
839                         }
840                 }
841         }
842 }
843
844 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
845 {
846         if (use_svbsp)
847         {
848                 double origin[3];
849                 VectorCopy(info->relativelightorigin, origin);
850                 if (!r_svbsp.nodes)
851                 {
852                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
853                         r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
854                 }
855                 info->svbsp_active = true;
856                 info->svbsp_insertoccluder = true;
857                 for (;;)
858                 {
859                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
860                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
861                         // if that failed, retry with more nodes
862                         if (r_svbsp.ranoutofnodes)
863                         {
864                                 // an upper limit is imposed
865                                 if (r_svbsp.maxnodes >= 2<<22)
866                                         break;
867                                 Mem_Free(r_svbsp.nodes);
868                                 r_svbsp.maxnodes *= 2;
869                                 r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
870                         }
871                         else
872                                 break;
873                 }
874                 // now clear the surfacepvs array because we need to redo it
875                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
876                 info->outnumsurfaces = 0;
877         }
878         else
879                 info->svbsp_active = false;
880
881         // we HAVE to mark the leaf the light is in as lit, because portals are
882         // irrelevant to a leaf that the light source is inside of
883         // (and they are all facing away, too)
884         {
885                 mnode_t *node = info->model->brush.data_nodes;
886                 mleaf_t *leaf;
887                 while (node->plane)
888                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
889                 leaf = (mleaf_t *)node;
890                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
891                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
892                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
893                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
894                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
895                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
896                 if (info->outleafpvs)
897                 {
898                         int leafindex = leaf - info->model->brush.data_leafs;
899                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
900                         {
901                                 SETPVSBIT(info->outleafpvs, leafindex);
902                                 info->outleaflist[info->outnumleafs++] = leafindex;
903                         }
904                 }
905         }
906
907         info->svbsp_insertoccluder = false;
908         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
909         if (developer.integer >= 100 && use_svbsp)
910         {
911                 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
912                 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);
913                 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);
914         }
915 }
916
917 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs)
918 {
919         r_q1bsp_getlightinfo_t info;
920         VectorCopy(relativelightorigin, info.relativelightorigin);
921         info.lightradius = lightradius;
922         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
923         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
924         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
925         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
926         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
927         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
928         if (ent->model == NULL)
929         {
930                 VectorCopy(info.lightmins, outmins);
931                 VectorCopy(info.lightmaxs, outmaxs);
932                 *outnumleafspointer = 0;
933                 *outnumsurfacespointer = 0;
934                 return;
935         }
936         info.model = ent->model;
937         info.outleaflist = outleaflist;
938         info.outleafpvs = outleafpvs;
939         info.outnumleafs = 0;
940         info.visitingleafpvs = visitingleafpvs;
941         info.outsurfacelist = outsurfacelist;
942         info.outsurfacepvs = outsurfacepvs;
943         info.outshadowtrispvs = outshadowtrispvs;
944         info.outlighttrispvs = outlighttrispvs;
945         info.outnumsurfaces = 0;
946         VectorCopy(info.relativelightorigin, info.outmins);
947         VectorCopy(info.relativelightorigin, info.outmaxs);
948         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
949         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
950         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
951         if (info.model->brush.shadowmesh)
952                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
953         else
954                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
955         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
956         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
957                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
958         else
959                 info.pvs = NULL;
960         RSurf_ActiveWorldEntity();
961
962         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
963         {
964                 // use portal recursion for exact light volume culling, and exact surface checking
965                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
966         }
967         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
968         {
969                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
970                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
971         }
972         else
973         {
974                 // recurse the bsp tree, checking leafs and surfaces for visibility
975                 // optionally using svbsp for exact culling of compiled lights
976                 // (or if the user enables dlight svbsp culling, which is mostly for
977                 //  debugging not actual use)
978                 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
979         }
980
981         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
982
983         // limit combined leaf box to light boundaries
984         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
985         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
986         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
987         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
988         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
989         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
990
991         *outnumleafspointer = info.outnumleafs;
992         *outnumsurfacespointer = info.outnumsurfaces;
993 }
994
995 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
996 {
997         dp_model_t *model = ent->model;
998         msurface_t *surface;
999         int surfacelistindex;
1000         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1001         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1002         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1003         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1004         {
1005                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1006                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1007                         continue;
1008                 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);
1009         }
1010         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1011         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1012 }
1013
1014 extern cvar_t r_polygonoffset_submodel_factor;
1015 extern cvar_t r_polygonoffset_submodel_offset;
1016 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1017 {
1018         dp_model_t *model = ent->model;
1019         msurface_t *surface;
1020         int modelsurfacelistindex;
1021         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1022         // check the box in modelspace, it was already checked in worldspace
1023         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1024                 return;
1025         if (ent->model->brush.submodel)
1026                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1027         if (model->brush.shadowmesh)
1028         {
1029                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1030                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1031                 {
1032                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1033                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1034                                 continue;
1035                         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);
1036                 }
1037                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1038         }
1039         else
1040         {
1041                 projectdistance = lightradius + model->radius*2;
1042                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1043                 // identify lit faces within the bounding box
1044                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1045                 {
1046                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1047                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1048                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1049                                 continue;
1050                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1051                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1052                 }
1053                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1054         }
1055         if (ent->model->brush.submodel)
1056                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1057 }
1058
1059 #define BATCHSIZE 1024
1060
1061 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1062 {
1063         int i, j, endsurface;
1064         texture_t *t;
1065         msurface_t *surface;
1066         // note: in practice this never actually receives batches), oh well
1067         R_Shadow_RenderMode_Begin();
1068         R_Shadow_RenderMode_ActiveLight(rtlight);
1069         R_Shadow_RenderMode_Lighting(false, true);
1070         R_Shadow_SetupEntityLight(ent);
1071         for (i = 0;i < numsurfaces;i = j)
1072         {
1073                 j = i + 1;
1074                 surface = rsurface.modelsurfaces + surfacelist[i];
1075                 t = surface->texture;
1076                 rsurface.texture = R_GetCurrentTexture(t);
1077                 endsurface = min(j + BATCHSIZE, numsurfaces);
1078                 for (j = i;j < endsurface;j++)
1079                 {
1080                         surface = rsurface.modelsurfaces + surfacelist[j];
1081                         if (t != surface->texture)
1082                                 break;
1083                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1084                         R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1085                 }
1086         }
1087         R_Shadow_RenderMode_End();
1088 }
1089
1090 #define RSURF_MAX_BATCHSURFACES 8192
1091
1092 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
1093 {
1094         dp_model_t *model = ent->model;
1095         msurface_t *surface;
1096         int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1097         qboolean usebufferobject, culltriangles;
1098         const int *element3i;
1099         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1100         int batchelements[BATCHSIZE*3];
1101         texture_t *tex;
1102         CHECKGLERROR
1103         culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
1104         element3i = rsurface.modelelement3i;
1105         // this is a double loop because non-visible surface skipping has to be
1106         // fast, and even if this is not the world model (and hence no visibility
1107         // checking) the input surface list and batch buffer are different formats
1108         // so some processing is necessary.  (luckily models have few surfaces)
1109         for (i = 0;i < numsurfaces;)
1110         {
1111                 batchnumsurfaces = 0;
1112                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1113                 if (ent == r_refdef.scene.worldentity)
1114                 {
1115                         for (;i < endsurface;i++)
1116                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1117                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1118                 }
1119                 else
1120                 {
1121                         for (;i < endsurface;i++)
1122                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1123                 }
1124                 if (!batchnumsurfaces)
1125                         continue;
1126                 for (k = 0;k < batchnumsurfaces;k = kend)
1127                 {
1128                         surface = batchsurfacelist[k];
1129                         tex = surface->texture;
1130                         rsurface.texture = R_GetCurrentTexture(tex);
1131                         // gather surfaces into a batch range
1132                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1133                                 ;
1134                         // now figure out what to do with this particular range of surfaces
1135                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1136                                 continue;
1137                         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
1138                                 continue;
1139                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1140                         {
1141                                 vec3_t tempcenter, center;
1142                                 for (l = k;l < kend;l++)
1143                                 {
1144                                         surface = batchsurfacelist[l];
1145                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1146                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1147                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1148                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1149                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1150                                 }
1151                                 continue;
1152                         }
1153                         batchnumtriangles = 0;
1154                         batchfirsttriangle = surface->num_firsttriangle;
1155                         m = 0; // hush warning
1156                         for (l = k;l < kend;l++)
1157                         {
1158                                 surface = batchsurfacelist[l];
1159                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1160                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1161                                 {
1162                                         if (trispvs)
1163                                         {
1164                                                 if (!CHECKPVSBIT(trispvs, m))
1165                                                 {
1166                                                         usebufferobject = false;
1167                                                         continue;
1168                                                 }
1169                                         }
1170                                         else if (culltriangles)
1171                                         {
1172                                                 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))
1173                                                 {
1174                                                         usebufferobject = false;
1175                                                         continue;
1176                                                 }
1177                                         }
1178                                         if (batchnumtriangles >= BATCHSIZE)
1179                                         {
1180                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1181                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1182                                                 // use the element buffer if all triangles are consecutive
1183                                                 if (m == batchfirsttriangle + batchnumtriangles)
1184                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1185                                                 else
1186                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1187                                                 usebufferobject = true;
1188                                                 batchnumtriangles = 0;
1189                                                 batchfirsttriangle = m;
1190                                         }
1191                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1192                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1193                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1194                                         batchnumtriangles++;
1195                                 }
1196                         }
1197                         if (batchnumtriangles > 0)
1198                         {
1199                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1200                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1201                                 // use the element buffer if all triangles are consecutive
1202                                 if (m == batchfirsttriangle + batchnumtriangles)
1203                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1204                                 else
1205                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1206                         }
1207                 }
1208         }
1209 }
1210
1211 //Made by [515]
1212 void R_ReplaceWorldTexture (void)
1213 {
1214         dp_model_t              *m;
1215         texture_t       *t;
1216         int                     i;
1217         const char      *r, *newt;
1218         skinframe_t *skinframe;
1219         if (!r_refdef.scene.worldmodel)
1220         {
1221                 Con_Printf("There is no worldmodel\n");
1222                 return;
1223         }
1224         m = r_refdef.scene.worldmodel;
1225
1226         if(Cmd_Argc() < 2)
1227         {
1228                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1229                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1230                 return;
1231         }
1232         if(!cl.islocalgame || !cl.worldmodel)
1233         {
1234                 Con_Print("This command works only in singleplayer\n");
1235                 return;
1236         }
1237         r = Cmd_Argv(1);
1238         newt = Cmd_Argv(2);
1239         if(!newt[0])
1240                 newt = r;
1241         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1242         {
1243                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1244                 {
1245                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
1246                         {
1247 //                              t->skinframes[0] = skinframe;
1248                                 t->currentskinframe = skinframe;
1249                                 t->currentskinframe = skinframe;
1250                                 Con_Printf("%s replaced with %s\n", r, newt);
1251                         }
1252                         else
1253                         {
1254                                 Con_Printf("%s was not found\n", newt);
1255                                 return;
1256                         }
1257                 }
1258         }
1259 }
1260
1261 //Made by [515]
1262 void R_ListWorldTextures (void)
1263 {
1264         dp_model_t              *m;
1265         texture_t       *t;
1266         int                     i;
1267         if (!r_refdef.scene.worldmodel)
1268         {
1269                 Con_Printf("There is no worldmodel\n");
1270                 return;
1271         }
1272         m = r_refdef.scene.worldmodel;
1273
1274         Con_Print("Worldmodel textures :\n");
1275         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1276                 if (t->numskinframes)
1277                         Con_Printf("%s\n", t->name);
1278 }
1279
1280 #if 0
1281 static void gl_surf_start(void)
1282 {
1283 }
1284
1285 static void gl_surf_shutdown(void)
1286 {
1287 }
1288
1289 static void gl_surf_newmap(void)
1290 {
1291 }
1292 #endif
1293
1294 void GL_Surf_Init(void)
1295 {
1296
1297         Cvar_RegisterVariable(&r_ambient);
1298         Cvar_RegisterVariable(&r_lockpvs);
1299         Cvar_RegisterVariable(&r_lockvisibility);
1300         Cvar_RegisterVariable(&r_useportalculling);
1301         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1302
1303         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1304         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1305
1306         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1307 }
1308