make infobar height configurable
[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 #include "csprogs.h"
26
27 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
28 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)"};
29 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)"};
30 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
31 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"};
32
33 /*
34 ===============
35 R_BuildLightMap
36
37 Combine and scale multiple lightmaps into the 8.8 format in blocklights
38 ===============
39 */
40 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
41 {
42         int smax, tmax, i, size, size3, maps, l;
43         int *bl, scale;
44         unsigned char *lightmap, *out, *stain;
45         dp_model_t *model = ent->model;
46         int *intblocklights;
47         unsigned char *templight;
48
49         smax = (surface->lightmapinfo->extents[0]>>4)+1;
50         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
51         size = smax*tmax;
52         size3 = size*3;
53
54         r_refdef.stats.lightmapupdatepixels += size;
55         r_refdef.stats.lightmapupdates++;
56
57         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
58         {
59                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
60                 if (cl.buildlightmapmemory)
61                         Mem_Free(cl.buildlightmapmemory);
62                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
63         }
64
65         // these both point at the same buffer, templight is only used for final
66         // processing and can replace the intblocklights data as it goes
67         intblocklights = (int *)cl.buildlightmapmemory;
68         templight = (unsigned char *)cl.buildlightmapmemory;
69
70         // update cached lighting info
71         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
72
73         lightmap = surface->lightmapinfo->samples;
74
75 // set to full bright if no light data
76         bl = intblocklights;
77         if (!model->brushq1.lightdata)
78         {
79                 for (i = 0;i < size3;i++)
80                         bl[i] = 128*256;
81         }
82         else
83         {
84 // clear to no light
85                 memset(bl, 0, size3*sizeof(*bl));
86
87 // add all the lightmaps
88                 if (lightmap)
89                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
90                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
91                                         bl[i] += lightmap[i] * scale;
92         }
93
94         stain = surface->lightmapinfo->stainsamples;
95         bl = intblocklights;
96         out = templight;
97         // the >> 16 shift adjusts down 8 bits to account for the stainmap
98         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
99         // be doubled during rendering to achieve 2x overbright
100         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
101         if (stain)
102         {
103                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
104                 {
105                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
106                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
107                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
108                         out[3] = 255;
109                 }
110         }
111         else
112         {
113                 for (i = 0;i < size;i++, bl += 3, out += 4)
114                 {
115                         l = bl[0] >> 8;out[2] = min(l, 255);
116                         l = bl[1] >> 8;out[1] = min(l, 255);
117                         l = bl[2] >> 8;out[0] = min(l, 255);
118                         out[3] = 255;
119                 }
120         }
121
122         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
123
124         // update the surface's deluxemap if it has one
125         if (surface->deluxemaptexture != r_texture_blanknormalmap)
126         {
127                 vec3_t n;
128                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
129                 lightmap = surface->lightmapinfo->samples;
130                 // clear to no normalmap
131                 bl = intblocklights;
132                 memset(bl, 0, size3*sizeof(*bl));
133                 // add all the normalmaps
134                 if (lightmap && normalmap)
135                 {
136                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
137                         {
138                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
139                                 {
140                                         // add the normalmap with weighting proportional to the style's lightmap intensity
141                                         l = (int)(VectorLength(lightmap + i*3) * scale);
142                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
143                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
144                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
145                                 }
146                         }
147                 }
148                 bl = intblocklights;
149                 out = templight;
150                 // we simply renormalize the weighted normals to get a valid deluxemap
151                 for (i = 0;i < size;i++, bl += 3, out += 4)
152                 {
153                         VectorCopy(bl, n);
154                         VectorNormalize(n);
155                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
156                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
157                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
158                         out[3] = 255;
159                 }
160                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
161         }
162 }
163
164 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
165 {
166         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
167         msurface_t *surface, *endsurface;
168         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
169         unsigned char *bl;
170         vec3_t impact;
171
172         maxdist = radius * radius;
173         invradius = 1.0f / radius;
174
175 loc0:
176         if (!node->plane)
177                 return;
178         ndist = PlaneDiff(origin, node->plane);
179         if (ndist > radius)
180         {
181                 node = node->children[0];
182                 goto loc0;
183         }
184         if (ndist < -radius)
185         {
186                 node = node->children[1];
187                 goto loc0;
188         }
189
190         dist2 = ndist * ndist;
191         maxdist3 = maxdist - dist2;
192
193         if (node->plane->type < 3)
194         {
195                 VectorCopy(origin, impact);
196                 impact[node->plane->type] -= ndist;
197         }
198         else
199         {
200                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
201                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
202                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
203         }
204
205         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
206         {
207                 if (surface->lightmapinfo->stainsamples)
208                 {
209                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
210                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
211
212                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
213                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
214
215                         s = bound(0, impacts, smax * 16) - impacts;
216                         t = bound(0, impactt, tmax * 16) - impactt;
217                         i = (int)(s * s + t * t + dist2);
218                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
219                                 continue;
220
221                         // reduce calculations
222                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
223                                 sdtable[s] = i * i + dist2;
224
225                         bl = surface->lightmapinfo->stainsamples;
226                         smax3 = smax * 3;
227                         stained = false;
228
229                         i = impactt;
230                         for (t = 0;t < tmax;t++, i -= 16)
231                         {
232                                 td = i * i;
233                                 // make sure some part of it is visible on this line
234                                 if (td < maxdist3)
235                                 {
236                                         maxdist2 = maxdist - td;
237                                         for (s = 0;s < smax;s++)
238                                         {
239                                                 if (sdtable[s] < maxdist2)
240                                                 {
241                                                         ratio = lhrandom(0.0f, 1.0f);
242                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
243                                                         if (a >= (1.0f / 64.0f))
244                                                         {
245                                                                 if (a > 1)
246                                                                         a = 1;
247                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
248                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
249                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
250                                                                 stained = true;
251                                                         }
252                                                 }
253                                                 bl += 3;
254                                         }
255                                 }
256                                 else // skip line
257                                         bl += smax3;
258                         }
259                         // force lightmap upload
260                         if (stained)
261                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
262                 }
263         }
264
265         if (node->children[0]->plane)
266         {
267                 if (node->children[1]->plane)
268                 {
269                         R_StainNode(node->children[0], model, origin, radius, fcolor);
270                         node = node->children[1];
271                         goto loc0;
272                 }
273                 else
274                 {
275                         node = node->children[0];
276                         goto loc0;
277                 }
278         }
279         else if (node->children[1]->plane)
280         {
281                 node = node->children[1];
282                 goto loc0;
283         }
284 }
285
286 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)
287 {
288         int n;
289         float fcolor[8];
290         entity_render_t *ent;
291         dp_model_t *model;
292         vec3_t org;
293         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
294                 return;
295         fcolor[0] = cr1;
296         fcolor[1] = cg1;
297         fcolor[2] = cb1;
298         fcolor[3] = ca1 * (1.0f / 64.0f);
299         fcolor[4] = cr2 - cr1;
300         fcolor[5] = cg2 - cg1;
301         fcolor[6] = cb2 - cb1;
302         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
303
304         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
305
306         // look for embedded bmodels
307         for (n = 0;n < cl.num_brushmodel_entities;n++)
308         {
309                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
310                 model = ent->model;
311                 if (model && model->name[0] == '*')
312                 {
313                         if (model->brush.data_nodes)
314                         {
315                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
316                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
317                         }
318                 }
319         }
320 }
321
322
323 /*
324 =============================================================
325
326         BRUSH MODELS
327
328 =============================================================
329 */
330
331 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
332 {
333         // due to the hacky nature of this function's parameters, this is never
334         // called with a batch, so numsurfaces is always 1, and the surfacelist
335         // contains only a leaf number for coloring purposes
336         const mportal_t *portal = (mportal_t *)ent;
337         qboolean isvis;
338         int i, numpoints;
339         float *v;
340         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
341         CHECKGLERROR
342         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
343         GL_DepthMask(false);
344         GL_DepthRange(0, 1);
345         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
346         GL_DepthTest(true);
347         GL_CullFace(GL_NONE);
348         R_EntityMatrix(&identitymatrix);
349
350         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
351
352 //      R_Mesh_ResetTextureState();
353
354         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
355
356         i = surfacelist[0] >> 1;
357         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
358                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360                          isvis ? 0.125f : 0.03125f);
361         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
362                 VectorCopy(portal->points[i].position, v);
363         R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
364         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
365         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
366 }
367
368 // LordHavoc: this is just a nice debugging tool, very slow
369 void R_DrawPortals(void)
370 {
371         int i, leafnum;
372         mportal_t *portal;
373         float center[3], f;
374         dp_model_t *model = r_refdef.scene.worldmodel;
375         if (model == NULL)
376                 return;
377         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
378         {
379                 if (r_refdef.viewcache.world_leafvisible[leafnum])
380                 {
381                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
382                         for (portal = r_refdef.scene.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, rsurface.rtlight);
393                                 }
394                         }
395                 }
396         }
397 }
398
399 void R_View_WorldVisibility(qboolean forcenovis)
400 {
401         int i, j, *mark;
402         mleaf_t *leaf;
403         mleaf_t *viewleaf;
404         dp_model_t *model = r_refdef.scene.worldmodel;
405
406         if (!model)
407                 return;
408
409         if (r_refdef.view.usecustompvs)
410         {
411                 // clear the visible surface and leaf flags arrays
412                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
413                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
414                 r_refdef.viewcache.world_novis = false;
415
416                 // simply cull each marked leaf to the frustum (view pyramid)
417                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
418                 {
419                         // if leaf is in current pvs and on the screen, mark its surfaces
420                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
421                         {
422                                 r_refdef.stats.world_leafs++;
423                                 r_refdef.viewcache.world_leafvisible[j] = true;
424                                 if (leaf->numleafsurfaces)
425                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
426                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
427                         }
428                 }
429                 return;
430         }
431
432         // if possible find the leaf the view origin is in
433         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
434         // if possible fetch the visible cluster bits
435         if (!r_lockpvs.integer && model->brush.FatPVS)
436                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
437
438         if (!r_lockvisibility.integer)
439         {
440                 // clear the visible surface and leaf flags arrays
441                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
442                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
443
444                 r_refdef.viewcache.world_novis = false;
445
446                 // if floating around in the void (no pvs data available, and no
447                 // portals available), simply use all on-screen leafs.
448                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
449                 {
450                         // no visibility method: (used when floating around in the void)
451                         // simply cull each leaf to the frustum (view pyramid)
452                         // similar to quake's RecursiveWorldNode but without cache misses
453                         r_refdef.viewcache.world_novis = true;
454                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
455                         {
456                                 // if leaf is in current pvs and on the screen, mark its surfaces
457                                 if (!R_CullBox(leaf->mins, leaf->maxs))
458                                 {
459                                         r_refdef.stats.world_leafs++;
460                                         r_refdef.viewcache.world_leafvisible[j] = true;
461                                         if (leaf->numleafsurfaces)
462                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
463                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
464                                 }
465                         }
466                 }
467                 // just check if each leaf in the PVS is on screen
468                 // (unless portal culling is enabled)
469                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
470                 {
471                         // pvs method:
472                         // simply check if each leaf is in the Potentially Visible Set,
473                         // and cull to frustum (view pyramid)
474                         // similar to quake's RecursiveWorldNode but without cache misses
475                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
476                         {
477                                 // if leaf is in current pvs and on the screen, mark its surfaces
478                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
479                                 {
480                                         r_refdef.stats.world_leafs++;
481                                         r_refdef.viewcache.world_leafvisible[j] = true;
482                                         if (leaf->numleafsurfaces)
483                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
484                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
485                                 }
486                         }
487                 }
488                 // if desired use a recursive portal flow, culling each portal to
489                 // frustum and checking if the leaf the portal leads to is in the pvs
490                 else
491                 {
492                         int leafstackpos;
493                         mportal_t *p;
494                         mleaf_t *leafstack[8192];
495                         // simple-frustum portal method:
496                         // follows portals leading outward from viewleaf, does not venture
497                         // offscreen or into leafs that are not visible, faster than
498                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
499                         // often culls some surfaces that pvs alone would miss
500                         // (such as a room in pvs that is hidden behind a wall, but the
501                         //  passage leading to the room is off-screen)
502                         leafstack[0] = viewleaf;
503                         leafstackpos = 1;
504                         while (leafstackpos)
505                         {
506                                 leaf = leafstack[--leafstackpos];
507                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
508                                         continue;
509                                 r_refdef.stats.world_leafs++;
510                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
511                                 // mark any surfaces bounding this leaf
512                                 if (leaf->numleafsurfaces)
513                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
514                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
515                                 // follow portals into other leafs
516                                 // the checks are:
517                                 // if viewer is behind portal (portal faces outward into the scene)
518                                 // and the portal polygon's bounding box is on the screen
519                                 // and the leaf has not been visited yet
520                                 // and the leaf is visible in the pvs
521                                 // (the first two checks won't cause as many cache misses as the leaf checks)
522                                 for (p = leaf->portals;p;p = p->next)
523                                 {
524                                         r_refdef.stats.world_portals++;
525                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
526                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
527                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
528                                          && !R_CullBox(p->mins, p->maxs)
529                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
530                                                 leafstack[leafstackpos++] = p->past;
531                                 }
532                         }
533                 }
534         }
535 }
536
537 void R_Q1BSP_DrawSky(entity_render_t *ent)
538 {
539         if (ent->model == NULL)
540                 return;
541         if (ent == r_refdef.scene.worldentity)
542                 R_DrawWorldSurfaces(true, true, false, false, false);
543         else
544                 R_DrawModelSurfaces(ent, true, true, false, false, false);
545 }
546
547 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
548 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
549 {
550         int i, j, n, flagsmask;
551         dp_model_t *model = ent->model;
552         msurface_t *surfaces;
553         if (model == NULL)
554                 return;
555
556         if (ent == r_refdef.scene.worldentity)
557                 RSurf_ActiveWorldEntity();
558         else
559                 RSurf_ActiveModelEntity(ent, false, false, false);
560
561         surfaces = model->data_surfaces;
562         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
563
564         // add visible surfaces to draw list
565         if (ent == r_refdef.scene.worldentity)
566         {
567                 for (i = 0;i < model->nummodelsurfaces;i++)
568                 {
569                         j = model->sortedmodelsurfaces[i];
570                         if (r_refdef.viewcache.world_surfacevisible[j])
571                                 if (surfaces[j].texture->basematerialflags & flagsmask)
572                                         R_Water_AddWaterPlane(surfaces + j, 0);
573                 }
574         }
575         else
576         {
577                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
578                         n = ent->entitynumber;
579                 else
580                         n = 0;
581                 for (i = 0;i < model->nummodelsurfaces;i++)
582                 {
583                         j = model->sortedmodelsurfaces[i];
584                         if (surfaces[j].texture->basematerialflags & flagsmask)
585                                 R_Water_AddWaterPlane(surfaces + j, n);
586                 }
587         }
588         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
589 }
590
591 void R_Q1BSP_Draw(entity_render_t *ent)
592 {
593         dp_model_t *model = ent->model;
594         if (model == NULL)
595                 return;
596         if (ent == r_refdef.scene.worldentity)
597                 R_DrawWorldSurfaces(false, true, false, false, false);
598         else
599                 R_DrawModelSurfaces(ent, false, true, false, false, false);
600 }
601
602 void R_Q1BSP_DrawDepth(entity_render_t *ent)
603 {
604         dp_model_t *model = ent->model;
605         if (model == NULL)
606                 return;
607         GL_ColorMask(0,0,0,0);
608         GL_Color(1,1,1,1);
609         GL_DepthTest(true);
610         GL_BlendFunc(GL_ONE, GL_ZERO);
611         GL_DepthMask(true);
612         GL_AlphaTest(false);
613 //      R_Mesh_ResetTextureState();
614         R_SetupShader_DepthOrShadow();
615         if (ent == r_refdef.scene.worldentity)
616                 R_DrawWorldSurfaces(false, false, true, false, false);
617         else
618                 R_DrawModelSurfaces(ent, false, false, true, false, false);
619         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
620 }
621
622 void R_Q1BSP_DrawDebug(entity_render_t *ent)
623 {
624         if (ent->model == NULL)
625                 return;
626         if (ent == r_refdef.scene.worldentity)
627                 R_DrawWorldSurfaces(false, false, false, true, false);
628         else
629                 R_DrawModelSurfaces(ent, false, false, false, true, false);
630 }
631
632 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
633 {
634         dp_model_t *model = ent->model;
635         if (model == NULL)
636                 return;
637         if (ent == r_refdef.scene.worldentity)
638                 R_DrawWorldSurfaces(false, true, false, false, true);
639         else
640                 R_DrawModelSurfaces(ent, false, true, false, false, true);
641 }
642
643 typedef struct r_q1bsp_getlightinfo_s
644 {
645         dp_model_t *model;
646         vec3_t relativelightorigin;
647         float lightradius;
648         int *outleaflist;
649         unsigned char *outleafpvs;
650         int outnumleafs;
651         unsigned char *visitingleafpvs;
652         int *outsurfacelist;
653         unsigned char *outsurfacepvs;
654         unsigned char *tempsurfacepvs;
655         unsigned char *outshadowtrispvs;
656         unsigned char *outlighttrispvs;
657         int outnumsurfaces;
658         vec3_t outmins;
659         vec3_t outmaxs;
660         vec3_t lightmins;
661         vec3_t lightmaxs;
662         const unsigned char *pvs;
663         qboolean svbsp_active;
664         qboolean svbsp_insertoccluder;
665         int numfrustumplanes;
666         const mplane_t *frustumplanes;
667 }
668 r_q1bsp_getlightinfo_t;
669
670 #define GETLIGHTINFO_MAXNODESTACK 4096
671
672 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
673 {
674         // nodestack
675         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
676         int nodestackpos = 0;
677         // node processing
678         mplane_t *plane;
679         mnode_t *node;
680         int sides;
681         // leaf processing
682         mleaf_t *leaf;
683         const msurface_t *surface;
684         const msurface_t *surfaces = info->model->data_surfaces;
685         int numleafsurfaces;
686         int leafsurfaceindex;
687         int surfaceindex;
688         int triangleindex, t;
689         int currentmaterialflags;
690         qboolean castshadow;
691         const int *e;
692         const vec_t *v[3];
693         float v2[3][3];
694         qboolean insidebox;
695         qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
696         qboolean svbspactive = info->svbsp_active;
697         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
698         const int *leafsurfaceindices;
699         qboolean addedtris;
700         int i;
701         mportal_t *portal;
702         static float points[128][3];
703         // push the root node onto our nodestack
704         nodestack[nodestackpos++] = info->model->brush.data_nodes;
705         // we'll be done when the nodestack is empty
706         while (nodestackpos)
707         {
708                 // get a node from the stack to process
709                 node = nodestack[--nodestackpos];
710                 // is it a node or a leaf?
711                 plane = node->plane;
712                 if (plane)
713                 {
714                         // node
715 #if 0
716                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
717                                 continue;
718 #endif
719 #if 0
720                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
721                                 continue;
722 #endif
723                         // axial planes can be processed much more quickly
724                         if (plane->type < 3)
725                         {
726                                 // axial plane
727                                 if (info->lightmins[plane->type] > plane->dist)
728                                         nodestack[nodestackpos++] = node->children[0];
729                                 else if (info->lightmaxs[plane->type] < plane->dist)
730                                         nodestack[nodestackpos++] = node->children[1];
731                                 else
732                                 {
733                                         // recurse front side first because the svbsp building prefers it
734                                         if (info->relativelightorigin[plane->type] >= plane->dist)
735                                         {
736                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
737                                                         nodestack[nodestackpos++] = node->children[0];
738                                                 nodestack[nodestackpos++] = node->children[1];
739                                         }
740                                         else
741                                         {
742                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
743                                                         nodestack[nodestackpos++] = node->children[1];
744                                                 nodestack[nodestackpos++] = node->children[0];
745                                         }
746                                 }
747                         }
748                         else
749                         {
750                                 // sloped plane
751                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
752                                 switch (sides)
753                                 {
754                                 default:
755                                         continue; // ERROR: NAN bounding box!
756                                 case 1:
757                                         nodestack[nodestackpos++] = node->children[0];
758                                         break;
759                                 case 2:
760                                         nodestack[nodestackpos++] = node->children[1];
761                                         break;
762                                 case 3:
763                                         // recurse front side first because the svbsp building prefers it
764                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
765                                         {
766                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
767                                                         nodestack[nodestackpos++] = node->children[0];
768                                                 nodestack[nodestackpos++] = node->children[1];
769                                         }
770                                         else
771                                         {
772                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
773                                                         nodestack[nodestackpos++] = node->children[1];
774                                                 nodestack[nodestackpos++] = node->children[0];
775                                         }
776                                         break;
777                                 }
778                         }
779                 }
780                 else
781                 {
782                         // leaf
783                         leaf = (mleaf_t *)node;
784 #if 1
785                         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
786                                 continue;
787 #endif
788 #if 1
789                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
790                                 continue;
791 #endif
792 #if 1
793                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
794                                 continue;
795 #endif
796
797                         if (svbspactive)
798                         {
799                                 // we can occlusion test the leaf by checking if all of its portals
800                                 // are occluded (unless the light is in this leaf - but that was
801                                 // already handled by the caller)
802                                 for (portal = leaf->portals;portal;portal = portal->next)
803                                 {
804                                         for (i = 0;i < portal->numpoints;i++)
805                                                 VectorCopy(portal->points[i].position, points[i]);
806                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
807                                                 break;
808                                 }
809                                 if (leaf->portals && portal == NULL)
810                                         continue; // no portals of this leaf visible
811                         }
812
813                         // add this leaf to the reduced light bounds
814                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
815                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
816                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
817                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
818                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
819                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
820
821                         // mark this leaf as being visible to the light
822                         if (info->outleafpvs)
823                         {
824                                 int leafindex = leaf - info->model->brush.data_leafs;
825                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
826                                 {
827                                         SETPVSBIT(info->outleafpvs, leafindex);
828                                         info->outleaflist[info->outnumleafs++] = leafindex;
829                                 }
830                         }
831
832                         // when using BIH, we skip the surfaces here
833                         if (skipsurfaces)
834                                 continue;
835
836                         // iterate the surfaces linked by this leaf and check their triangles
837                         leafsurfaceindices = leaf->firstleafsurface;
838                         numleafsurfaces = leaf->numleafsurfaces;
839                         if (svbspinsertoccluder)
840                         {
841                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
842                                 {
843                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
844                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
845                                                 continue;
846                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
847                                         surface = surfaces + surfaceindex;
848                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
849                                                 continue;
850                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
851                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
852                                         if (!castshadow)
853                                                 continue;
854                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
855                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
856                                         {
857                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
858                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
859                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
860                                                 VectorCopy(v[0], v2[0]);
861                                                 VectorCopy(v[1], v2[1]);
862                                                 VectorCopy(v[2], v2[2]);
863                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
864                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
865                                         }
866                                 }
867                         }
868                         else
869                         {
870                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
871                                 {
872                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
873                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
874                                                 continue;
875                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
876                                         surface = surfaces + surfaceindex;
877                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
878                                                 continue;
879                                         addedtris = false;
880                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
881                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
882                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
883                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
884                                         {
885                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
886                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
887                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
888                                                 VectorCopy(v[0], v2[0]);
889                                                 VectorCopy(v[1], v2[1]);
890                                                 VectorCopy(v[2], v2[2]);
891                                                 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
892                                                         continue;
893                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
894                                                         continue;
895                                                 // we don't omit triangles from lighting even if they are
896                                                 // backfacing, because when using shadowmapping they are often
897                                                 // not fully occluded on the horizon of an edge
898                                                 SETPVSBIT(info->outlighttrispvs, t);
899                                                 addedtris = true;
900                                                 if (castshadow)
901                                                 {
902                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
903                                                         {
904                                                                 // if the material is double sided we
905                                                                 // can't cull by direction
906                                                                 SETPVSBIT(info->outshadowtrispvs, t);
907                                                         }
908                                                         else if (frontsidecasting)
909                                                         {
910                                                                 // front side casting occludes backfaces,
911                                                                 // so they are completely useless as both
912                                                                 // casters and lit polygons
913                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
914                                                                         SETPVSBIT(info->outshadowtrispvs, t);
915                                                         }
916                                                         else
917                                                         {
918                                                                 // back side casting does not occlude
919                                                                 // anything so we can't cull lit polygons
920                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
921                                                                         SETPVSBIT(info->outshadowtrispvs, t);
922                                                         }
923                                                 }
924                                         }
925                                         if (addedtris)
926                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
927                                 }
928                         }
929                 }
930         }
931 }
932
933 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
934 {
935         bih_leaf_t *leaf;
936         bih_node_t *node;
937         int nodenum;
938         int axis;
939         int surfaceindex;
940         int t;
941         int currentmaterialflags;
942         qboolean castshadow;
943         msurface_t *surface;
944         const int *e;
945         const vec_t *v[3];
946         float v2[3][3];
947         int nodestack[GETLIGHTINFO_MAXNODESTACK];
948         int nodestackpos = 0;
949         // note: because the BSP leafs are not in the BIH tree, the _BSP function
950         // must be called to mark leafs visible for entity culling...
951         // we start at the root node
952         nodestack[nodestackpos++] = 0;
953         // we'll be done when the stack is empty
954         while (nodestackpos)
955         {
956                 // pop one off the stack to process
957                 nodenum = nodestack[--nodestackpos];
958                 if (nodenum >= 0)
959                 {
960                         // node
961                         node = bih->nodes + nodenum;
962                         axis = node->type - BIH_SPLITX;
963 #if 0
964                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
965                                 continue;
966 #endif
967 #if 0
968                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
969                                 continue;
970 #endif
971                         if (info->lightmins[axis] <= node->backmax)
972                         {
973                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
974                                         nodestack[nodestackpos++] = node->front;
975                                 nodestack[nodestackpos++] = node->back;
976                         }
977                         else if (info->lightmaxs[axis] >= node->frontmin)
978                                 nodestack[nodestackpos++] = node->front;
979                         else
980                                 continue; // light falls between children, nothing here
981                 }
982                 else
983                 {
984                         // leaf
985                         leaf = bih->leafs + (-1-nodenum);
986                         if (leaf->type != BIH_RENDERTRIANGLE)
987                                 continue;
988 #if 1
989                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
990                                 continue;
991 #endif
992 #if 1
993                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
994                                 continue;
995 #endif
996                         surfaceindex = leaf->surfaceindex;
997                         surface = info->model->data_surfaces + surfaceindex;
998                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
999                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1000                         t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1001                         e = info->model->brush.shadowmesh->element3i + t * 3;
1002                         v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1003                         v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1004                         v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1005                         VectorCopy(v[0], v2[0]);
1006                         VectorCopy(v[1], v2[1]);
1007                         VectorCopy(v[2], v2[2]);
1008                         if (info->svbsp_insertoccluder)
1009                         {
1010                                 if (castshadow)
1011                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1012                                 continue;
1013                         }
1014                         if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1015                                 continue;
1016                         // we don't occlude triangles from lighting even
1017                         // if they are backfacing, because when using
1018                         // shadowmapping they are often not fully occluded
1019                         // on the horizon of an edge
1020                         SETPVSBIT(info->outlighttrispvs, t);
1021                         if (castshadow)
1022                         {
1023                                 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1024                                 {
1025                                         // if the material is double sided we
1026                                         // can't cull by direction
1027                                         SETPVSBIT(info->outshadowtrispvs, t);
1028                                 }
1029                                 else if (r_shadow_frontsidecasting.integer)
1030                                 {
1031                                         // front side casting occludes backfaces,
1032                                         // so they are completely useless as both
1033                                         // casters and lit polygons
1034                                         if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1035                                                 SETPVSBIT(info->outshadowtrispvs, t);
1036                                 }
1037                                 else
1038                                 {
1039                                         // back side casting does not occlude
1040                                         // anything so we can't cull lit polygons
1041                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1042                                                 SETPVSBIT(info->outshadowtrispvs, t);
1043                                 }
1044                         }
1045                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1046                         {
1047                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
1048                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1049                         }
1050                 }
1051         }
1052 }
1053
1054 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1055 {
1056         extern cvar_t r_shadow_usebihculling;
1057         if (use_svbsp)
1058         {
1059                 float origin[3];
1060                 VectorCopy(info->relativelightorigin, origin);
1061                 if (!r_svbsp.nodes)
1062                 {
1063                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
1064                         r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1065                 }
1066                 info->svbsp_active = true;
1067                 info->svbsp_insertoccluder = true;
1068                 for (;;)
1069                 {
1070                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1071                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1072                         // if that failed, retry with more nodes
1073                         if (r_svbsp.ranoutofnodes)
1074                         {
1075                                 // an upper limit is imposed
1076                                 if (r_svbsp.maxnodes >= 2<<22)
1077                                         break;
1078                                 Mem_Free(r_svbsp.nodes);
1079                                 r_svbsp.maxnodes *= 2;
1080                                 r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1081                         }
1082                         else
1083                                 break;
1084                 }
1085                 // now clear the visibility arrays because we need to redo it
1086                 info->outnumleafs = 0;
1087                 info->outnumsurfaces = 0;
1088                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1089                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1090                 if (info->model->brush.shadowmesh)
1091                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1092                 else
1093                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1094                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1095         }
1096         else
1097                 info->svbsp_active = false;
1098
1099         // we HAVE to mark the leaf the light is in as lit, because portals are
1100         // irrelevant to a leaf that the light source is inside of
1101         // (and they are all facing away, too)
1102         {
1103                 mnode_t *node = info->model->brush.data_nodes;
1104                 mleaf_t *leaf;
1105                 while (node->plane)
1106                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1107                 leaf = (mleaf_t *)node;
1108                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1109                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1110                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1111                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1112                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1113                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1114                 if (info->outleafpvs)
1115                 {
1116                         int leafindex = leaf - info->model->brush.data_leafs;
1117                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1118                         {
1119                                 SETPVSBIT(info->outleafpvs, leafindex);
1120                                 info->outleaflist[info->outnumleafs++] = leafindex;
1121                         }
1122                 }
1123         }
1124
1125         info->svbsp_insertoccluder = false;
1126         // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
1127         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1128         {
1129                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1130                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1131         }
1132         else
1133                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1134         if (developer_extra.integer && use_svbsp)
1135         {
1136                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1137                 Con_DPrintf("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);
1138                 Con_DPrintf("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);
1139         }
1140 }
1141
1142 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1143
1144 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1145 {
1146         int a = *(int*)ap;
1147         int b = *(int*)bp;
1148         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1149         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1150         if (as->texture < bs->texture)
1151                 return -1;
1152         if (as->texture > bs->texture)
1153                 return 1;
1154         return a - b;
1155 }
1156
1157 extern cvar_t r_shadow_sortsurfaces;
1158
1159 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
1160 {
1161         r_q1bsp_getlightinfo_t info;
1162         VectorCopy(relativelightorigin, info.relativelightorigin);
1163         info.lightradius = lightradius;
1164         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1165         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1166         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1167         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1168         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1169         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1170         if (ent->model == NULL)
1171         {
1172                 VectorCopy(info.lightmins, outmins);
1173                 VectorCopy(info.lightmaxs, outmaxs);
1174                 *outnumleafspointer = 0;
1175                 *outnumsurfacespointer = 0;
1176                 return;
1177         }
1178         info.model = ent->model;
1179         info.outleaflist = outleaflist;
1180         info.outleafpvs = outleafpvs;
1181         info.outnumleafs = 0;
1182         info.visitingleafpvs = visitingleafpvs;
1183         info.outsurfacelist = outsurfacelist;
1184         info.outsurfacepvs = outsurfacepvs;
1185         info.outshadowtrispvs = outshadowtrispvs;
1186         info.outlighttrispvs = outlighttrispvs;
1187         info.outnumsurfaces = 0;
1188         info.numfrustumplanes = numfrustumplanes;
1189         info.frustumplanes = frustumplanes;
1190         VectorCopy(info.relativelightorigin, info.outmins);
1191         VectorCopy(info.relativelightorigin, info.outmaxs);
1192         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1193         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1194         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1195         if (info.model->brush.shadowmesh)
1196                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1197         else
1198                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1199         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1200         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1201                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1202         else
1203                 info.pvs = NULL;
1204         RSurf_ActiveWorldEntity();
1205
1206         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1207         {
1208                 // use portal recursion for exact light volume culling, and exact surface checking
1209                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1210         }
1211         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1212         {
1213                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1214                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1215         }
1216         else
1217         {
1218                 // recurse the bsp tree, checking leafs and surfaces for visibility
1219                 // optionally using svbsp for exact culling of compiled lights
1220                 // (or if the user enables dlight svbsp culling, which is mostly for
1221                 //  debugging not actual use)
1222                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1223         }
1224
1225         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1226
1227         // limit combined leaf box to light boundaries
1228         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1229         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1230         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1231         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1232         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1233         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1234
1235         *outnumleafspointer = info.outnumleafs;
1236         *outnumsurfacespointer = info.outnumsurfaces;
1237
1238         // now sort surfaces by texture for faster rendering
1239         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1240         if (r_shadow_sortsurfaces.integer)
1241                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1242 }
1243
1244 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1245 {
1246         dp_model_t *model = ent->model;
1247         msurface_t *surface;
1248         int surfacelistindex;
1249         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1250         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1251         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1252         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1253         {
1254                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1255                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1256                         continue;
1257                 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);
1258         }
1259         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1260         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1261 }
1262
1263 extern cvar_t r_polygonoffset_submodel_factor;
1264 extern cvar_t r_polygonoffset_submodel_offset;
1265 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1266 {
1267         dp_model_t *model = ent->model;
1268         const msurface_t *surface;
1269         int modelsurfacelistindex;
1270         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1271         // check the box in modelspace, it was already checked in worldspace
1272         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1273                 return;
1274         if (ent->model->brush.submodel)
1275                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1276         if (model->brush.shadowmesh)
1277         {
1278                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1279                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1280                 {
1281                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1282                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1283                                 continue;
1284                         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);
1285                 }
1286                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1287         }
1288         else
1289         {
1290                 projectdistance = lightradius + model->radius*2;
1291                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1292                 // identify lit faces within the bounding box
1293                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1294                 {
1295                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1296                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1297                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1298                                 continue;
1299                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1300                 }
1301                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1302         }
1303         if (ent->model->brush.submodel)
1304                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1305 }
1306
1307 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1308 {
1309         dp_model_t *model = ent->model;
1310         msurface_t *surface;
1311         int surfacelistindex;
1312         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1313         int i;
1314         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1315         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1316         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1317         {
1318                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1319                 sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
1320         }
1321         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1322         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1323         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1324         for(i = 0;i<6;i++)
1325                 if(!sidetotals[i])
1326                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1327 }
1328
1329 #define RSURF_MAX_BATCHSURFACES 8192
1330
1331 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1332
1333 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
1334 {
1335         dp_model_t *model = ent->model;
1336         const msurface_t *surface;
1337         int modelsurfacelistindex, batchnumsurfaces;
1338         // check the box in modelspace, it was already checked in worldspace
1339         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1340                 return;
1341         // identify lit faces within the bounding box
1342         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1343         {
1344                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1345                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1346                         continue;
1347                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1348                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1349                         continue;
1350                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1351                         continue;
1352                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1353                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1354                 batchsurfacelist[0] = surface;
1355                 batchnumsurfaces = 1;
1356                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1357                 {
1358                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1359                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1360                                 continue;
1361                         if (surface->texture != batchsurfacelist[0]->texture)
1362                                 break;
1363                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1364                                 continue;
1365                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1366                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1367                         batchsurfacelist[batchnumsurfaces++] = surface;
1368                 }
1369                 --modelsurfacelistindex;
1370                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1371                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, batchnumsurfaces, batchsurfacelist);
1372                 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
1373                 RSurf_DrawBatch();
1374         }
1375 }
1376
1377 #define BATCHSIZE 1024
1378
1379 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1380 {
1381         int i, j, endsurface;
1382         texture_t *t;
1383         const msurface_t *surface;
1384         // note: in practice this never actually receives batches
1385         R_Shadow_RenderMode_Begin();
1386         R_Shadow_RenderMode_ActiveLight(rtlight);
1387         R_Shadow_RenderMode_Lighting(false, true, false);
1388         R_Shadow_SetupEntityLight(ent);
1389         for (i = 0;i < numsurfaces;i = j)
1390         {
1391                 j = i + 1;
1392                 surface = rsurface.modelsurfaces + surfacelist[i];
1393                 t = surface->texture;
1394                 rsurface.texture = R_GetCurrentTexture(t);
1395                 endsurface = min(j + BATCHSIZE, numsurfaces);
1396                 for (j = i;j < endsurface;j++)
1397                 {
1398                         surface = rsurface.modelsurfaces + surfacelist[j];
1399                         if (t != surface->texture)
1400                                 break;
1401                         R_Shadow_RenderLighting(1, &surface);
1402                 }
1403         }
1404         R_Shadow_RenderMode_End();
1405 }
1406
1407 extern qboolean r_shadow_usingdeferredprepass;
1408 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1409 {
1410         dp_model_t *model = ent->model;
1411         const msurface_t *surface;
1412         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1413         const msurface_t **texturesurfacelist;
1414         texture_t *tex;
1415         CHECKGLERROR
1416         // this is a double loop because non-visible surface skipping has to be
1417         // fast, and even if this is not the world model (and hence no visibility
1418         // checking) the input surface list and batch buffer are different formats
1419         // so some processing is necessary.  (luckily models have few surfaces)
1420         for (i = 0;i < numsurfaces;)
1421         {
1422                 batchnumsurfaces = 0;
1423                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1424                 if (ent == r_refdef.scene.worldentity)
1425                 {
1426                         for (;i < endsurface;i++)
1427                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1428                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1429                 }
1430                 else
1431                 {
1432                         for (;i < endsurface;i++)
1433                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1434                 }
1435                 if (!batchnumsurfaces)
1436                         continue;
1437                 for (k = 0;k < batchnumsurfaces;k = kend)
1438                 {
1439                         surface = batchsurfacelist[k];
1440                         tex = surface->texture;
1441                         rsurface.texture = R_GetCurrentTexture(tex);
1442                         // gather surfaces into a batch range
1443                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1444                                 ;
1445                         // now figure out what to do with this particular range of surfaces
1446                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1447                                 continue;
1448                         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1449                                 continue;
1450                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1451                         {
1452                                 vec3_t tempcenter, center;
1453                                 for (l = k;l < kend;l++)
1454                                 {
1455                                         surface = batchsurfacelist[l];
1456                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1457                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1458                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1459                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1460                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1461                                 }
1462                                 continue;
1463                         }
1464                         if (r_shadow_usingdeferredprepass)
1465                                 continue;
1466                         texturenumsurfaces = kend - k;
1467                         texturesurfacelist = batchsurfacelist + k;
1468                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1469                 }
1470         }
1471 }
1472
1473 //Made by [515]
1474 void R_ReplaceWorldTexture (void)
1475 {
1476         dp_model_t              *m;
1477         texture_t       *t;
1478         int                     i;
1479         const char      *r, *newt;
1480         skinframe_t *skinframe;
1481         if (!r_refdef.scene.worldmodel)
1482         {
1483                 Con_Printf("There is no worldmodel\n");
1484                 return;
1485         }
1486         m = r_refdef.scene.worldmodel;
1487
1488         if(Cmd_Argc() < 2)
1489         {
1490                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1491                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1492                 return;
1493         }
1494         if(!cl.islocalgame || !cl.worldmodel)
1495         {
1496                 Con_Print("This command works only in singleplayer\n");
1497                 return;
1498         }
1499         r = Cmd_Argv(1);
1500         newt = Cmd_Argv(2);
1501         if(!newt[0])
1502                 newt = r;
1503         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1504         {
1505                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1506                 {
1507                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1508                         {
1509 //                              t->skinframes[0] = skinframe;
1510                                 t->currentskinframe = skinframe;
1511                                 t->currentskinframe = skinframe;
1512                                 Con_Printf("%s replaced with %s\n", r, newt);
1513                         }
1514                         else
1515                         {
1516                                 Con_Printf("%s was not found\n", newt);
1517                                 return;
1518                         }
1519                 }
1520         }
1521 }
1522
1523 //Made by [515]
1524 void R_ListWorldTextures (void)
1525 {
1526         dp_model_t              *m;
1527         texture_t       *t;
1528         int                     i;
1529         if (!r_refdef.scene.worldmodel)
1530         {
1531                 Con_Printf("There is no worldmodel\n");
1532                 return;
1533         }
1534         m = r_refdef.scene.worldmodel;
1535
1536         Con_Print("Worldmodel textures :\n");
1537         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1538                 if (t->numskinframes)
1539                         Con_Printf("%s\n", t->name);
1540 }
1541
1542 #if 0
1543 static void gl_surf_start(void)
1544 {
1545 }
1546
1547 static void gl_surf_shutdown(void)
1548 {
1549 }
1550
1551 static void gl_surf_newmap(void)
1552 {
1553 }
1554 #endif
1555
1556 void GL_Surf_Init(void)
1557 {
1558
1559         Cvar_RegisterVariable(&r_ambient);
1560         Cvar_RegisterVariable(&r_lockpvs);
1561         Cvar_RegisterVariable(&r_lockvisibility);
1562         Cvar_RegisterVariable(&r_useportalculling);
1563         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1564
1565         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1566         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1567
1568         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1569 }
1570