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