optimizations to surface rendering setup
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
30 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
31 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
32 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
33 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
34
35 // flag arrays used for visibility checking on world model
36 // (all other entities have no per-surface/per-leaf visibility checks)
37 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
38 unsigned char r_pvsbits[(32768+7)>>3];
39 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
40 unsigned char r_worldleafvisible[32768];
41 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
42 unsigned char r_worldsurfacevisible[262144];
43
44 /*
45 ===============
46 R_BuildLightMap
47
48 Combine and scale multiple lightmaps into the 8.8 format in blocklights
49 ===============
50 */
51 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
52 {
53         int smax, tmax, i, size, size3, maps, l;
54         int *bl, scale;
55         unsigned char *lightmap, *out, *stain;
56         model_t *model = ent->model;
57         static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
58         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
59
60         // update cached lighting info
61         surface->cached_dlight = 0;
62
63         smax = (surface->lightmapinfo->extents[0]>>4)+1;
64         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
65         size = smax*tmax;
66         size3 = size*3;
67         lightmap = surface->lightmapinfo->samples;
68
69 // set to full bright if no light data
70         bl = intblocklights;
71         if (!model->brushq1.lightdata)
72         {
73                 for (i = 0;i < size3;i++)
74                         bl[i] = 255*256;
75         }
76         else
77         {
78 // clear to no light
79                 memset(bl, 0, size3*sizeof(*bl));
80
81 // add all the lightmaps
82                 if (lightmap)
83                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
84                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
85                                         bl[i] += lightmap[i] * scale;
86         }
87
88         stain = surface->lightmapinfo->stainsamples;
89         bl = intblocklights;
90         out = templight;
91         // the >> 16 shift adjusts down 8 bits to account for the stainmap
92         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
93         // be doubled during rendering to achieve 2x overbright
94         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
95         if (model->brushq1.lightmaprgba)
96         {
97                 for (i = 0;i < size;i++)
98                 {
99                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
100                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
101                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
102                         *out++ = 255;
103                 }
104         }
105         else
106         {
107                 for (i = 0;i < size;i++)
108                 {
109                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
110                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
111                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
112                 }
113         }
114
115         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
116
117         // update the surface's deluxemap if it has one
118         if (surface->deluxemaptexture != r_texture_blanknormalmap)
119         {
120                 vec3_t n;
121                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
122                 lightmap = surface->lightmapinfo->samples;
123                 // clear to no normalmap
124                 bl = intblocklights;
125                 memset(bl, 0, size3*sizeof(*bl));
126                 // add all the normalmaps
127                 if (lightmap && normalmap)
128                 {
129                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
130                         {
131                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
132                                 {
133                                         // add the normalmap with weighting proportional to the style's lightmap intensity
134                                         l = (int)(VectorLength(lightmap + i*3) * scale);
135                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
136                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
137                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
138                                 }
139                         }
140                 }
141                 bl = intblocklights;
142                 out = templight;
143                 // we simply renormalize the weighted normals to get a valid deluxemap
144                 if (model->brushq1.lightmaprgba)
145                 {
146                         for (i = 0;i < size;i++, bl += 3)
147                         {
148                                 VectorCopy(bl, n);
149                                 VectorNormalize(n);
150                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
151                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
152                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
153                                 *out++ = 255;
154                         }
155                 }
156                 else
157                 {
158                         for (i = 0;i < size;i++, bl += 3)
159                         {
160                                 VectorCopy(bl, n);
161                                 VectorNormalize(n);
162                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
163                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
164                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
165                         }
166                 }
167                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
168         }
169 }
170
171 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
172 {
173         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
174         msurface_t *surface, *endsurface;
175         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
176         unsigned char *bl;
177         vec3_t impact;
178
179         maxdist = radius * radius;
180         invradius = 1.0f / radius;
181
182 loc0:
183         if (!node->plane)
184                 return;
185         ndist = PlaneDiff(origin, node->plane);
186         if (ndist > radius)
187         {
188                 node = node->children[0];
189                 goto loc0;
190         }
191         if (ndist < -radius)
192         {
193                 node = node->children[1];
194                 goto loc0;
195         }
196
197         dist2 = ndist * ndist;
198         maxdist3 = maxdist - dist2;
199
200         if (node->plane->type < 3)
201         {
202                 VectorCopy(origin, impact);
203                 impact[node->plane->type] -= ndist;
204         }
205         else
206         {
207                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
208                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
209                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
210         }
211
212         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
213         {
214                 if (surface->lightmapinfo->stainsamples)
215                 {
216                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
217                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
218
219                         impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
220                         impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
221
222                         s = bound(0, impacts, smax * 16) - impacts;
223                         t = bound(0, impactt, tmax * 16) - impactt;
224                         i = s * s + t * t + dist2;
225                         if (i > maxdist)
226                                 continue;
227
228                         // reduce calculations
229                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
230                                 sdtable[s] = i * i + dist2;
231
232                         bl = surface->lightmapinfo->stainsamples;
233                         smax3 = smax * 3;
234                         stained = false;
235
236                         i = impactt;
237                         for (t = 0;t < tmax;t++, i -= 16)
238                         {
239                                 td = i * i;
240                                 // make sure some part of it is visible on this line
241                                 if (td < maxdist3)
242                                 {
243                                         maxdist2 = maxdist - td;
244                                         for (s = 0;s < smax;s++)
245                                         {
246                                                 if (sdtable[s] < maxdist2)
247                                                 {
248                                                         ratio = lhrandom(0.0f, 1.0f);
249                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
250                                                         if (a >= (1.0f / 64.0f))
251                                                         {
252                                                                 if (a > 1)
253                                                                         a = 1;
254                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
255                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
256                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
257                                                                 stained = true;
258                                                         }
259                                                 }
260                                                 bl += 3;
261                                         }
262                                 }
263                                 else // skip line
264                                         bl += smax3;
265                         }
266                         // force lightmap upload
267                         if (stained)
268                                 surface->cached_dlight = true;
269                 }
270         }
271
272         if (node->children[0]->plane)
273         {
274                 if (node->children[1]->plane)
275                 {
276                         R_StainNode(node->children[0], model, origin, radius, fcolor);
277                         node = node->children[1];
278                         goto loc0;
279                 }
280                 else
281                 {
282                         node = node->children[0];
283                         goto loc0;
284                 }
285         }
286         else if (node->children[1]->plane)
287         {
288                 node = node->children[1];
289                 goto loc0;
290         }
291 }
292
293 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)
294 {
295         int n;
296         float fcolor[8];
297         entity_render_t *ent;
298         model_t *model;
299         vec3_t org;
300         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
301                 return;
302         fcolor[0] = cr1;
303         fcolor[1] = cg1;
304         fcolor[2] = cb1;
305         fcolor[3] = ca1 * (1.0f / 64.0f);
306         fcolor[4] = cr2 - cr1;
307         fcolor[5] = cg2 - cg1;
308         fcolor[6] = cb2 - cb1;
309         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
310
311         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
312
313         // look for embedded bmodels
314         for (n = 0;n < cl.num_brushmodel_entities;n++)
315         {
316                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
317                 model = ent->model;
318                 if (model && model->name[0] == '*')
319                 {
320                         if (model->brush.data_nodes)
321                         {
322                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
323                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
324                         }
325                 }
326         }
327 }
328
329
330 /*
331 =============================================================
332
333         BRUSH MODELS
334
335 =============================================================
336 */
337
338 static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
339 {
340         const mportal_t *portal = (mportal_t *)ent;
341         int i, numpoints;
342         float *v;
343         rmeshstate_t m;
344         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
345         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
346         GL_DepthMask(false);
347         GL_DepthTest(true);
348         qglDisable(GL_CULL_FACE);
349         R_Mesh_Matrix(&identitymatrix);
350
351         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
352
353         memset(&m, 0, sizeof(m));
354         m.pointer_vertex = vertex3f;
355         R_Mesh_State(&m);
356
357         i = surfacenumber;
358         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
359                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
360                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
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, numpoints - 2, polygonelements);
365         qglEnable(GL_CULL_FACE);
366 }
367
368 // LordHavoc: this is just a nice debugging tool, very slow
369 static void R_DrawPortals(void)
370 {
371         int i, leafnum;
372         mportal_t *portal;
373         float center[3], f;
374         model_t *model = r_refdef.worldmodel;
375         if (model == NULL)
376                 return;
377         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
378         {
379                 if (r_worldleafvisible[leafnum])
380                 {
381                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
382                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
383                         {
384                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
385                                 if (!R_CullBox(portal->mins, portal->maxs))
386                                 {
387                                         VectorClear(center);
388                                         for (i = 0;i < portal->numpoints;i++)
389                                                 VectorAdd(center, portal->points[i].position, center);
390                                         f = ixtable[portal->numpoints];
391                                         VectorScale(center, f, center);
392                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
393                                 }
394                         }
395                 }
396         }
397 }
398
399 void R_WorldVisibility(void)
400 {
401         int i, j, *mark;
402         mleaf_t *leaf;
403         mleaf_t *viewleaf;
404         model_t *model = r_refdef.worldmodel;
405
406         if (!model)
407                 return;
408
409         // if possible find the leaf the view origin is in
410         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
411         // if possible fetch the visible cluster bits
412         if (!r_lockpvs.integer && model->brush.FatPVS)
413                 model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
414
415         if (!r_lockvisibility.integer)
416         {
417                 // clear the visible surface and leaf flags arrays
418                 memset(r_worldsurfacevisible, 0, model->num_surfaces);
419                 memset(r_worldleafvisible, 0, model->brush.num_leafs);
420
421                 // if floating around in the void (no pvs data available, and no
422                 // portals available), simply use all on-screen leafs.
423                 if (!viewleaf || viewleaf->clusterindex < 0)
424                 {
425                         // no visibility method: (used when floating around in the void)
426                         // simply cull each leaf to the frustum (view pyramid)
427                         // similar to quake's RecursiveWorldNode but without cache misses
428                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
429                         {
430                                 // if leaf is in current pvs and on the screen, mark its surfaces
431                                 if (!R_CullBox(leaf->mins, leaf->maxs))
432                                 {
433                                         renderstats.world_leafs++;
434                                         r_worldleafvisible[j] = true;
435                                         if (leaf->numleafsurfaces)
436                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
437                                                         r_worldsurfacevisible[*mark] = true;
438                                 }
439                         }
440                 }
441                 // if the user prefers to disable portal culling (testing?), simply
442                 // use all on-screen leafs that are in the pvs.
443                 else if (!r_useportalculling.integer)
444                 {
445                         // pvs method:
446                         // simply check if each leaf is in the Potentially Visible Set,
447                         // and cull to frustum (view pyramid)
448                         // similar to quake's RecursiveWorldNode but without cache misses
449                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
450                         {
451                                 // if leaf is in current pvs and on the screen, mark its surfaces
452                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
453                                 {
454                                         renderstats.world_leafs++;
455                                         r_worldleafvisible[j] = true;
456                                         if (leaf->numleafsurfaces)
457                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
458                                                         r_worldsurfacevisible[*mark] = true;
459                                 }
460                         }
461                 }
462                 // otherwise use a recursive portal flow, culling each portal to
463                 // frustum and checking if the leaf the portal leads to is in the pvs
464                 else
465                 {
466                         int leafstackpos;
467                         mportal_t *p;
468                         mleaf_t *leafstack[8192];
469                         // simple-frustum portal method:
470                         // follows portals leading outward from viewleaf, does not venture
471                         // offscreen or into leafs that are not visible, faster than
472                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
473                         // often culls some surfaces that pvs alone would miss
474                         // (such as a room in pvs that is hidden behind a wall, but the
475                         //  passage leading to the room is off-screen)
476                         leafstack[0] = viewleaf;
477                         leafstackpos = 1;
478                         while (leafstackpos)
479                         {
480                                 renderstats.world_leafs++;
481                                 leaf = leafstack[--leafstackpos];
482                                 r_worldleafvisible[leaf - model->brush.data_leafs] = true;
483                                 // mark any surfaces bounding this leaf
484                                 if (leaf->numleafsurfaces)
485                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
486                                                 r_worldsurfacevisible[*mark] = true;
487                                 // follow portals into other leafs
488                                 // the checks are:
489                                 // if viewer is behind portal (portal faces outward into the scene)
490                                 // and the portal polygon's bounding box is on the screen
491                                 // and the leaf has not been visited yet
492                                 // and the leaf is visible in the pvs
493                                 // (the first two checks won't cause as many cache misses as the leaf checks)
494                                 for (p = leaf->portals;p;p = p->next)
495                                 {
496                                         renderstats.world_portals++;
497                                         if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
498                                                 leafstack[leafstackpos++] = p->past;
499                                 }
500                         }
501                 }
502         }
503
504         if (r_drawportals.integer)
505                 R_DrawPortals();
506 }
507
508 void R_Q1BSP_DrawSky(entity_render_t *ent)
509 {
510         if (ent->model == NULL)
511                 return;
512         R_DrawSurfaces(ent, true);
513 }
514
515 void R_Q1BSP_Draw(entity_render_t *ent)
516 {
517         model_t *model = ent->model;
518         if (model == NULL)
519                 return;
520         R_DrawSurfaces(ent, false);
521 }
522
523 typedef struct r_q1bsp_getlightinfo_s
524 {
525         model_t *model;
526         vec3_t relativelightorigin;
527         float lightradius;
528         int *outleaflist;
529         unsigned char *outleafpvs;
530         int outnumleafs;
531         int *outsurfacelist;
532         unsigned char *outsurfacepvs;
533         int outnumsurfaces;
534         vec3_t outmins;
535         vec3_t outmaxs;
536         vec3_t lightmins;
537         vec3_t lightmaxs;
538         const unsigned char *pvs;
539 }
540 r_q1bsp_getlightinfo_t;
541
542 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
543 {
544         int sides;
545         mleaf_t *leaf;
546         for (;;)
547         {
548                 mplane_t *plane = node->plane;
549                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
550                 //      return;
551                 if (!plane)
552                         break;
553                 if (plane->type < 3)
554                         sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
555                 else
556                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
557                 if (sides == 3)
558                 {
559                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
560                         node = node->children[1];
561                 }
562                 else if (sides == 0)
563                         return; // ERROR: NAN bounding box!
564                 else
565                         node = node->children[sides - 1];
566         }
567         leaf = (mleaf_t *)node;
568         if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
569         {
570                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
571                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
572                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
573                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
574                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
575                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
576                 if (info->outleafpvs)
577                 {
578                         int leafindex = leaf - info->model->brush.data_leafs;
579                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
580                         {
581                                 SETPVSBIT(info->outleafpvs, leafindex);
582                                 info->outleaflist[info->outnumleafs++] = leafindex;
583                         }
584                 }
585                 if (info->outsurfacepvs)
586                 {
587                         int leafsurfaceindex;
588                         for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
589                         {
590                                 int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
591                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
592                                 {
593                                         msurface_t *surface = info->model->data_surfaces + surfaceindex;
594                                         if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
595                                         {
596                                                 int triangleindex, t;
597                                                 const int *e;
598                                                 const vec_t *v[3];
599                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
600                                                 {
601                                                         v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
602                                                         v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
603                                                         v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
604                                                         if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
605                                                         {
606                                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
607                                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
608                                                                 break;
609                                                         }
610                                                 }
611                                         }
612                                 }
613                         }
614                 }
615         }
616 }
617
618 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)
619 {
620         r_q1bsp_getlightinfo_t info;
621         VectorCopy(relativelightorigin, info.relativelightorigin);
622         info.lightradius = lightradius;
623         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
624         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
625         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
626         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
627         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
628         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
629         if (ent->model == NULL)
630         {
631                 VectorCopy(info.lightmins, outmins);
632                 VectorCopy(info.lightmaxs, outmaxs);
633                 *outnumleafspointer = 0;
634                 *outnumsurfacespointer = 0;
635                 return;
636         }
637         info.model = ent->model;
638         info.outleaflist = outleaflist;
639         info.outleafpvs = outleafpvs;
640         info.outnumleafs = 0;
641         info.outsurfacelist = outsurfacelist;
642         info.outsurfacepvs = outsurfacepvs;
643         info.outnumsurfaces = 0;
644         VectorCopy(info.relativelightorigin, info.outmins);
645         VectorCopy(info.relativelightorigin, info.outmaxs);
646         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
647         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
648         if (info.model->brush.GetPVS)
649                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
650         else
651                 info.pvs = NULL;
652         R_UpdateAllTextureInfo(ent);
653         if (r_shadow_compilingrtlight)
654         {
655                 // use portal recursion for exact light volume culling, and exact surface checking
656                 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);
657         }
658         else if (r_shadow_realtime_dlight_portalculling.integer)
659         {
660                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
661                 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);
662         }
663         else
664         {
665                 // use BSP recursion as lights are often small
666                 R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
667         }
668
669         // limit combined leaf box to light boundaries
670         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
671         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
672         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
673         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
674         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
675         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
676
677         *outnumleafspointer = info.outnumleafs;
678         *outnumsurfacespointer = info.outnumsurfaces;
679 }
680
681 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
682 {
683         model_t *model = ent->model;
684         msurface_t *surface;
685         int surfacelistindex;
686         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
687         texture_t *texture;
688         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
689         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
690         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
691         {
692                 surface = model->data_surfaces + surfacelist[surfacelistindex];
693                 texture = surface->texture;
694                 if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
695                         continue;
696                 if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
697                         continue;
698                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
699         }
700         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
701         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
702 }
703
704 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
705 {
706         model_t *model = ent->model;
707         msurface_t *surface;
708         int surfacelistindex;
709         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
710         vec3_t modelorg;
711         texture_t *texture, *currentexture = NULL;
712         // check the box in modelspace, it was already checked in worldspace
713         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
714                 return;
715         R_UpdateAllTextureInfo(ent);
716         if (model->brush.shadowmesh)
717         {
718                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
719                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
720                 {
721                         surface = model->data_surfaces + surfacelist[surfacelistindex];
722                         texture = surface->texture->currentframe;
723                         if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
724                                 continue;
725                         if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
726                                 continue;
727                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
728                 }
729                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
730         }
731         else
732         {
733                 projectdistance = lightradius + model->radius*2;
734                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
735                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
736                 {
737                         surface = model->data_surfaces + surfacelist[surfacelistindex];
738                         texture = surface->texture->currentframe;
739                         if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
740                                 continue;
741                         if (currentexture != texture)
742                         {
743                                 currentexture = texture;
744                                 RSurf_PrepareForBatch(ent, texture, modelorg);
745                                 RSurf_SetPointersForPass(false, false);
746                         }
747                         if (rsurface_dynamicvertex)
748                                 RSurf_PrepareDynamicSurfaceVertices(surface);
749                         // identify lit faces within the bounding box
750                         R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
751                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
752                         R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
753                 }
754         }
755 }
756
757 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
758 {
759         msurface_t *surface = ent->model->data_surfaces + surfacenumber;
760         texture_t *texture = surface->texture;
761         R_UpdateTextureInfo(ent, texture);
762         texture = texture->currentframe;
763         R_Shadow_RenderMode_Begin();
764         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
765         R_Shadow_RenderMode_Lighting(false, true);
766         R_Shadow_SetupEntityLight(ent);
767         R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
768         R_Shadow_RenderMode_End();
769 }
770
771 static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
772 {
773         int batchsurfaceindex;
774         model_t *model = ent->model;
775         msurface_t *batchsurface;
776         vec3_t tempcenter, center;
777         for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
778         {
779                 batchsurface = batchsurfacelist[batchsurfaceindex];
780                 tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
781                 tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
782                 tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
783                 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
784                 R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
785         }
786 }
787
788 #define RSURF_MAX_BATCHSURFACES 1024
789
790 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
791 {
792         model_t *model = ent->model;
793         msurface_t *surface;
794         texture_t *texture;
795         int surfacelistindex, batchnumsurfaces;
796         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
797         vec3_t modelorg;
798         texture_t *tex;
799         qboolean skip;
800         R_UpdateAllTextureInfo(ent);
801         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
802         tex = NULL;
803         texture = NULL;
804         skip = false;
805         batchnumsurfaces = 0;
806         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
807         {
808                 if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
809                         continue;
810                 surface = model->data_surfaces + surfacelist[surfacelistindex];
811                 renderstats.lights_lighttriangles += surface->num_triangles;
812                 if (tex != surface->texture)
813                 {
814                         if (batchnumsurfaces > 0)
815                         {
816                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
817                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
818                                 else
819                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
820                                 batchnumsurfaces = 0;
821                         }
822                         tex = surface->texture;
823                         texture = surface->texture->currentframe;
824                         skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
825                         if (skip)
826                                 continue;
827                 }
828                 if (!skip && surface->num_triangles)
829                 {
830                         if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
831                         {
832                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
833                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
834                                 else
835                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
836                                 batchnumsurfaces = 0;
837                         }
838                         batchsurfacelist[batchnumsurfaces++] = surface;
839                 }
840         }
841         if (batchnumsurfaces > 0)
842         {
843                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
844                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
845                 else
846                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
847                 batchnumsurfaces = 0;
848         }
849         qglEnable(GL_CULL_FACE);
850 }
851
852 //Made by [515]
853 void R_ReplaceWorldTexture (void)
854 {
855         model_t         *m;
856         texture_t       *t;
857         int                     i;
858         const char      *r, *newt;
859         m = r_refdef.worldmodel;
860
861         if(Cmd_Argc() < 2)
862         {
863                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
864                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
865                 return;
866         }
867         if(!cl.islocalgame || !cl.worldmodel)
868         {
869                 Con_Print("This command works only in singleplayer\n");
870                 return;
871         }
872         r = Cmd_Argv(1);
873         newt = Cmd_Argv(2);
874         if(!newt[0])
875                 newt = r;
876         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
877         {
878                 if(t->width && !strcasecmp(t->name, r))
879                 {
880                         if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
881                         {
882                                 Con_Printf("%s replaced with %s\n", r, newt);
883                                 return;
884                         }
885                         else
886                         {
887                                 Con_Printf("%s was not found\n", newt);
888                                 Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
889                                 return;
890                         }
891                 }
892         }
893 }
894
895 //Made by [515]
896 void R_ListWorldTextures (void)
897 {
898         model_t         *m;
899         texture_t       *t;
900         int                     i;
901         m = r_refdef.worldmodel;
902
903         Con_Print("Worldmodel textures :\n");
904         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
905                 if(t->skin.base != r_texture_notexture)
906                         Con_Printf("%s\n", t->name);
907 }
908
909 #if 0
910 static void gl_surf_start(void)
911 {
912 }
913
914 static void gl_surf_shutdown(void)
915 {
916 }
917
918 static void gl_surf_newmap(void)
919 {
920 }
921 #endif
922
923 void GL_Surf_Init(void)
924 {
925
926         Cvar_RegisterVariable(&r_ambient);
927         Cvar_RegisterVariable(&r_drawportals);
928         Cvar_RegisterVariable(&r_lockpvs);
929         Cvar_RegisterVariable(&r_lockvisibility);
930         Cvar_RegisterVariable(&r_useportalculling);
931         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
932
933         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
934         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
935
936         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
937 }
938