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