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added r_showsurfaces rendering mode which illustrates how many surfaces are on screen...
[divverent/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
30 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
31 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
32 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
33 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
34
35 // flag arrays used for visibility checking on world model
36 // (all other entities have no per-surface/per-leaf visibility checks)
37 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
38 unsigned char r_pvsbits[(32768+7)>>3];
39 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
40 unsigned char r_worldleafvisible[32768];
41 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
42 unsigned char r_worldsurfacevisible[262144];
43
44 /*
45 ===============
46 R_BuildLightMap
47
48 Combine and scale multiple lightmaps into the 8.8 format in blocklights
49 ===============
50 */
51 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
52 {
53         int smax, tmax, i, j, size, size3, maps, l;
54         unsigned int *bl, scale;
55         unsigned char *lightmap, *out, *stain;
56         static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
57         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
58
59         // update cached lighting info
60         surface->cached_dlight = 0;
61
62         smax = (surface->lightmapinfo->extents[0]>>4)+1;
63         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
64         size = smax*tmax;
65         size3 = size*3;
66         lightmap = surface->lightmapinfo->samples;
67
68 // set to full bright if no light data
69         bl = intblocklights;
70         if (!ent->model->brushq1.lightdata)
71         {
72                 for (i = 0;i < size3;i++)
73                         bl[i] = 255*256;
74         }
75         else
76         {
77 // clear to no light
78                 memset(bl, 0, size*3*sizeof(unsigned int));
79
80 // add all the lightmaps
81                 if (lightmap)
82                 {
83                         bl = intblocklights;
84                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
85                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
86                                         bl[i] += lightmap[i] * scale;
87                 }
88         }
89
90         stain = surface->lightmapinfo->stainsamples;
91         bl = intblocklights;
92         out = templight;
93         // the >> 16 shift adjusts down 8 bits to account for the stainmap
94         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
95         // be doubled during rendering to achieve 2x overbright
96         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
97         if (ent->model->brushq1.lightmaprgba)
98         {
99                 for (i = 0;i < tmax;i++)
100                 {
101                         for (j = 0;j < smax;j++)
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         }
110         else
111         {
112                 for (i = 0;i < tmax;i++)
113                 {
114                         for (j = 0;j < smax;j++)
115                         {
116                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
117                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
118                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
119                         }
120                 }
121         }
122
123         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
124 }
125
126 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
127 {
128         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
129         msurface_t *surface, *endsurface;
130         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
131         unsigned char *bl;
132         vec3_t impact;
133
134         maxdist = radius * radius;
135         invradius = 1.0f / radius;
136
137 loc0:
138         if (!node->plane)
139                 return;
140         ndist = PlaneDiff(origin, node->plane);
141         if (ndist > radius)
142         {
143                 node = node->children[0];
144                 goto loc0;
145         }
146         if (ndist < -radius)
147         {
148                 node = node->children[1];
149                 goto loc0;
150         }
151
152         dist2 = ndist * ndist;
153         maxdist3 = maxdist - dist2;
154
155         if (node->plane->type < 3)
156         {
157                 VectorCopy(origin, impact);
158                 impact[node->plane->type] -= ndist;
159         }
160         else
161         {
162                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
163                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
164                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
165         }
166
167         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
168         {
169                 if (surface->lightmapinfo->stainsamples)
170                 {
171                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
172                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
173
174                         impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
175                         impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
176
177                         s = bound(0, impacts, smax * 16) - impacts;
178                         t = bound(0, impactt, tmax * 16) - impactt;
179                         i = s * s + t * t + dist2;
180                         if (i > maxdist)
181                                 continue;
182
183                         // reduce calculations
184                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
185                                 sdtable[s] = i * i + dist2;
186
187                         bl = surface->lightmapinfo->stainsamples;
188                         smax3 = smax * 3;
189                         stained = false;
190
191                         i = impactt;
192                         for (t = 0;t < tmax;t++, i -= 16)
193                         {
194                                 td = i * i;
195                                 // make sure some part of it is visible on this line
196                                 if (td < maxdist3)
197                                 {
198                                         maxdist2 = maxdist - td;
199                                         for (s = 0;s < smax;s++)
200                                         {
201                                                 if (sdtable[s] < maxdist2)
202                                                 {
203                                                         ratio = lhrandom(0.0f, 1.0f);
204                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
205                                                         if (a >= (1.0f / 64.0f))
206                                                         {
207                                                                 if (a > 1)
208                                                                         a = 1;
209                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
210                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
211                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
212                                                                 stained = true;
213                                                         }
214                                                 }
215                                                 bl += 3;
216                                         }
217                                 }
218                                 else // skip line
219                                         bl += smax3;
220                         }
221                         // force lightmap upload
222                         if (stained)
223                                 surface->cached_dlight = true;
224                 }
225         }
226
227         if (node->children[0]->plane)
228         {
229                 if (node->children[1]->plane)
230                 {
231                         R_StainNode(node->children[0], model, origin, radius, fcolor);
232                         node = node->children[1];
233                         goto loc0;
234                 }
235                 else
236                 {
237                         node = node->children[0];
238                         goto loc0;
239                 }
240         }
241         else if (node->children[1]->plane)
242         {
243                 node = node->children[1];
244                 goto loc0;
245         }
246 }
247
248 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)
249 {
250         int n;
251         float fcolor[8];
252         entity_render_t *ent;
253         model_t *model;
254         vec3_t org;
255         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
256                 return;
257         fcolor[0] = cr1;
258         fcolor[1] = cg1;
259         fcolor[2] = cb1;
260         fcolor[3] = ca1 * (1.0f / 64.0f);
261         fcolor[4] = cr2 - cr1;
262         fcolor[5] = cg2 - cg1;
263         fcolor[6] = cb2 - cb1;
264         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
265
266         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
267
268         // look for embedded bmodels
269         for (n = 0;n < cl.num_brushmodel_entities;n++)
270         {
271                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
272                 model = ent->model;
273                 if (model && model->name[0] == '*')
274                 {
275                         if (model->brush.data_nodes)
276                         {
277                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
278                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
279                         }
280                 }
281         }
282 }
283
284
285 /*
286 =============================================================
287
288         BRUSH MODELS
289
290 =============================================================
291 */
292
293 static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
294 {
295         const mportal_t *portal = (mportal_t *)ent;
296         int i, numpoints;
297         float *v;
298         rmeshstate_t m;
299         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
300         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
301         GL_DepthMask(false);
302         GL_DepthTest(true);
303         qglDisable(GL_CULL_FACE);
304         R_Mesh_Matrix(&identitymatrix);
305
306         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
307
308         memset(&m, 0, sizeof(m));
309         m.pointer_vertex = vertex3f;
310         R_Mesh_State(&m);
311
312         i = surfacenumber;
313         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
314                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
315                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
316                          0.125f);
317         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
318                 VectorCopy(portal->points[i].position, v);
319         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
320         qglEnable(GL_CULL_FACE);
321 }
322
323 // LordHavoc: this is just a nice debugging tool, very slow
324 static void R_DrawPortals(void)
325 {
326         int i, leafnum;
327         mportal_t *portal;
328         float center[3], f;
329         model_t *model = r_refdef.worldmodel;
330         if (model == NULL)
331                 return;
332         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
333         {
334                 if (r_worldleafvisible[leafnum])
335                 {
336                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
337                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
338                         {
339                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
340                                 if (!R_CullBox(portal->mins, portal->maxs))
341                                 {
342                                         VectorClear(center);
343                                         for (i = 0;i < portal->numpoints;i++)
344                                                 VectorAdd(center, portal->points[i].position, center);
345                                         f = ixtable[portal->numpoints];
346                                         VectorScale(center, f, center);
347                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
348                                 }
349                         }
350                 }
351         }
352 }
353
354 void R_WorldVisibility(void)
355 {
356         int i, j, *mark;
357         mleaf_t *leaf;
358         mleaf_t *viewleaf;
359         model_t *model = r_refdef.worldmodel;
360
361         if (!model)
362                 return;
363
364         // if possible find the leaf the view origin is in
365         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
366         // if possible fetch the visible cluster bits
367         if (!r_lockpvs.integer && model->brush.FatPVS)
368                 model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
369
370         if (!r_lockvisibility.integer)
371         {
372                 // clear the visible surface and leaf flags arrays
373                 memset(r_worldsurfacevisible, 0, model->num_surfaces);
374                 memset(r_worldleafvisible, 0, model->brush.num_leafs);
375
376                 // if floating around in the void (no pvs data available, and no
377                 // portals available), simply use all on-screen leafs.
378                 if (!viewleaf || viewleaf->clusterindex < 0)
379                 {
380                         // no visibility method: (used when floating around in the void)
381                         // simply cull each leaf to the frustum (view pyramid)
382                         // similar to quake's RecursiveWorldNode but without cache misses
383                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
384                         {
385                                 // if leaf is in current pvs and on the screen, mark its surfaces
386                                 if (!R_CullBox(leaf->mins, leaf->maxs))
387                                 {
388                                         renderstats.world_leafs++;
389                                         r_worldleafvisible[j] = true;
390                                         if (leaf->numleafsurfaces)
391                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
392                                                         r_worldsurfacevisible[*mark] = true;
393                                 }
394                         }
395                 }
396                 // if the user prefers to disable portal culling (testing?), simply
397                 // use all on-screen leafs that are in the pvs.
398                 else if (!r_useportalculling.integer)
399                 {
400                         // pvs method:
401                         // simply check if each leaf is in the Potentially Visible Set,
402                         // and cull to frustum (view pyramid)
403                         // similar to quake's RecursiveWorldNode but without cache misses
404                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
405                         {
406                                 // if leaf is in current pvs and on the screen, mark its surfaces
407                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
408                                 {
409                                         renderstats.world_leafs++;
410                                         r_worldleafvisible[j] = true;
411                                         if (leaf->numleafsurfaces)
412                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
413                                                         r_worldsurfacevisible[*mark] = true;
414                                 }
415                         }
416                 }
417                 // otherwise use a recursive portal flow, culling each portal to
418                 // frustum and checking if the leaf the portal leads to is in the pvs
419                 else
420                 {
421                         int leafstackpos;
422                         mportal_t *p;
423                         mleaf_t *leafstack[8192];
424                         // simple-frustum portal method:
425                         // follows portals leading outward from viewleaf, does not venture
426                         // offscreen or into leafs that are not visible, faster than
427                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
428                         // often culls some surfaces that pvs alone would miss
429                         // (such as a room in pvs that is hidden behind a wall, but the
430                         //  passage leading to the room is off-screen)
431                         leafstack[0] = viewleaf;
432                         leafstackpos = 1;
433                         while (leafstackpos)
434                         {
435                                 renderstats.world_leafs++;
436                                 leaf = leafstack[--leafstackpos];
437                                 r_worldleafvisible[leaf - model->brush.data_leafs] = true;
438                                 // mark any surfaces bounding this leaf
439                                 if (leaf->numleafsurfaces)
440                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
441                                                 r_worldsurfacevisible[*mark] = true;
442                                 // follow portals into other leafs
443                                 // the checks are:
444                                 // if viewer is behind portal (portal faces outward into the scene)
445                                 // and the portal polygon's bounding box is on the screen
446                                 // and the leaf has not been visited yet
447                                 // and the leaf is visible in the pvs
448                                 // (the first two checks won't cause as many cache misses as the leaf checks)
449                                 for (p = leaf->portals;p;p = p->next)
450                                 {
451                                         renderstats.world_portals++;
452                                         if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
453                                                 leafstack[leafstackpos++] = p->past;
454                                 }
455                         }
456                 }
457         }
458
459         if (r_drawportals.integer)
460                 R_DrawPortals();
461 }
462
463 void R_Q1BSP_DrawSky(entity_render_t *ent)
464 {
465         if (ent->model == NULL)
466                 return;
467         R_DrawSurfaces(ent, true);
468 }
469
470 void R_Q1BSP_Draw(entity_render_t *ent)
471 {
472         model_t *model = ent->model;
473         if (model == NULL)
474                 return;
475         R_DrawSurfaces(ent, false);
476 }
477
478 typedef struct r_q1bsp_getlightinfo_s
479 {
480         model_t *model;
481         vec3_t relativelightorigin;
482         float lightradius;
483         int *outleaflist;
484         unsigned char *outleafpvs;
485         int outnumleafs;
486         int *outsurfacelist;
487         unsigned char *outsurfacepvs;
488         int outnumsurfaces;
489         vec3_t outmins;
490         vec3_t outmaxs;
491         vec3_t lightmins;
492         vec3_t lightmaxs;
493         const unsigned char *pvs;
494 }
495 r_q1bsp_getlightinfo_t;
496
497 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
498 {
499         int sides;
500         mleaf_t *leaf;
501         for (;;)
502         {
503                 mplane_t *plane = node->plane;
504                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
505                 //      return;
506                 if (!plane)
507                         break;
508                 if (plane->type < 3)
509                         sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
510                 else
511                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
512                 if (sides == 3)
513                 {
514                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
515                         node = node->children[1];
516                 }
517                 else if (sides == 0)
518                         return; // ERROR: NAN bounding box!
519                 else
520                         node = node->children[sides - 1];
521         }
522         leaf = (mleaf_t *)node;
523         if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
524         {
525                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
526                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
527                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
528                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
529                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
530                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
531                 if (info->outleafpvs)
532                 {
533                         int leafindex = leaf - info->model->brush.data_leafs;
534                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
535                         {
536                                 SETPVSBIT(info->outleafpvs, leafindex);
537                                 info->outleaflist[info->outnumleafs++] = leafindex;
538                         }
539                 }
540                 if (info->outsurfacepvs)
541                 {
542                         int leafsurfaceindex;
543                         for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
544                         {
545                                 int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
546                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
547                                 {
548                                         msurface_t *surface = info->model->data_surfaces + surfaceindex;
549                                         if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
550                                         {
551                                                 int triangleindex, t;
552                                                 const int *e;
553                                                 const vec_t *v[3];
554                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
555                                                 {
556                                                         v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
557                                                         v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
558                                                         v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
559                                                         if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
560                                                         {
561                                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
562                                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
563                                                                 break;
564                                                         }
565                                                 }
566                                         }
567                                 }
568                         }
569                 }
570         }
571 }
572
573 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)
574 {
575         r_q1bsp_getlightinfo_t info;
576         VectorCopy(relativelightorigin, info.relativelightorigin);
577         info.lightradius = lightradius;
578         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
579         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
580         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
581         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
582         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
583         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
584         if (ent->model == NULL)
585         {
586                 VectorCopy(info.lightmins, outmins);
587                 VectorCopy(info.lightmaxs, outmaxs);
588                 *outnumleafspointer = 0;
589                 *outnumsurfacespointer = 0;
590                 return;
591         }
592         info.model = ent->model;
593         info.outleaflist = outleaflist;
594         info.outleafpvs = outleafpvs;
595         info.outnumleafs = 0;
596         info.outsurfacelist = outsurfacelist;
597         info.outsurfacepvs = outsurfacepvs;
598         info.outnumsurfaces = 0;
599         VectorCopy(info.relativelightorigin, info.outmins);
600         VectorCopy(info.relativelightorigin, info.outmaxs);
601         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
602         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
603         if (info.model->brush.GetPVS)
604                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
605         else
606                 info.pvs = NULL;
607         R_UpdateAllTextureInfo(ent);
608         if (r_shadow_compilingrtlight)
609         {
610                 // use portal recursion for exact light volume culling, and exact surface checking
611                 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);
612         }
613         else if (r_shadow_realtime_dlight_portalculling.integer)
614         {
615                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
616                 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);
617         }
618         else
619         {
620                 // use BSP recursion as lights are often small
621                 R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
622         }
623
624         // limit combined leaf box to light boundaries
625         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
626         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
627         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
628         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
629         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
630         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
631
632         *outnumleafspointer = info.outnumleafs;
633         *outnumsurfacespointer = info.outnumsurfaces;
634 }
635
636 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
637 {
638         model_t *model = ent->model;
639         msurface_t *surface;
640         int surfacelistindex;
641         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
642         texture_t *texture;
643         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
644         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
645         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
646         {
647                 surface = model->data_surfaces + surfacelist[surfacelistindex];
648                 texture = surface->texture;
649                 if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
650                         continue;
651                 if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
652                         continue;
653                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
654         }
655         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
656         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
657 }
658
659 extern float *rsurface_vertex3f;
660 extern float *rsurface_svector3f;
661 extern float *rsurface_tvector3f;
662 extern float *rsurface_normal3f;
663 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
664
665 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
666 {
667         model_t *model = ent->model;
668         msurface_t *surface;
669         int surfacelistindex;
670         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
671         vec3_t modelorg;
672         texture_t *texture;
673         // check the box in modelspace, it was already checked in worldspace
674         if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
675                 return;
676         R_UpdateAllTextureInfo(ent);
677         if (model->brush.shadowmesh)
678         {
679                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
680                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
681                 {
682                         surface = model->data_surfaces + surfacelist[surfacelistindex];
683                         texture = surface->texture->currentframe;
684                         if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
685                                 continue;
686                         if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
687                                 continue;
688                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
689                 }
690                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
691         }
692         else
693         {
694                 projectdistance = lightradius + ent->model->radius*2;
695                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
696                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
697                 {
698                         surface = model->data_surfaces + surfacelist[surfacelistindex];
699                         // FIXME: get current skin
700                         texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
701                         if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
702                                 continue;
703                         RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
704                         // identify lit faces within the bounding box
705                         R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
706                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
707                         R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
708                 }
709         }
710 }
711
712 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
713 {
714         msurface_t *surface = ent->model->data_surfaces + surfacenumber;
715         texture_t *texture = surface->texture;
716         R_UpdateTextureInfo(ent, texture);
717         texture = texture->currentframe;
718         R_Shadow_RenderMode_Begin();
719         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
720         R_Shadow_RenderMode_Lighting(false, true);
721         R_Shadow_SetupEntityLight(ent);
722         R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
723         R_Shadow_RenderMode_End();
724 }
725
726 static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
727 {
728         int batchsurfaceindex;
729         msurface_t *batchsurface;
730         vec3_t tempcenter, center;
731         for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
732         {
733                 batchsurface = batchsurfacelist[batchsurfaceindex];
734                 tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
735                 tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
736                 tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
737                 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
738                 R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - ent->model->data_surfaces, r_shadow_rtlight);
739         }
740 }
741
742 #define RSURF_MAX_BATCHSURFACES 1024
743
744 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
745 {
746         model_t *model = ent->model;
747         msurface_t *surface;
748         texture_t *texture;
749         int surfacelistindex, batchnumsurfaces;
750         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
751         vec3_t modelorg;
752         texture_t *tex;
753         qboolean skip;
754         R_UpdateAllTextureInfo(ent);
755         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
756         tex = NULL;
757         texture = NULL;
758         skip = false;
759         batchnumsurfaces = 0;
760         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
761         {
762                 if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
763                         continue;
764                 surface = model->data_surfaces + surfacelist[surfacelistindex];
765                 renderstats.lights_lighttriangles += surface->num_triangles;
766                 if (tex != surface->texture)
767                 {
768                         if (batchnumsurfaces > 0)
769                         {
770                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
771                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
772                                 else
773                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
774                                 batchnumsurfaces = 0;
775                         }
776                         tex = surface->texture;
777                         texture = surface->texture->currentframe;
778                         skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
779                         if (skip)
780                                 continue;
781                 }
782                 if (!skip && surface->num_triangles)
783                 {
784                         if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
785                         {
786                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
787                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
788                                 else
789                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
790                                 batchnumsurfaces = 0;
791                         }
792                         batchsurfacelist[batchnumsurfaces++] = surface;
793                 }
794         }
795         if (batchnumsurfaces > 0)
796         {
797                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
798                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
799                 else
800                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
801                 batchnumsurfaces = 0;
802         }
803         qglEnable(GL_CULL_FACE);
804 }
805
806 //Made by [515]
807 void R_ReplaceWorldTexture (void)
808 {
809         model_t         *m;
810         texture_t       *t;
811         int                     i;
812         const char      *r, *newt;
813         m = r_refdef.worldmodel;
814
815         if(Cmd_Argc() < 2)
816         {
817                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
818                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
819                 return;
820         }
821         if(!cl.islocalgame || !cl.worldmodel)
822         {
823                 Con_Print("This command works only in singleplayer\n");
824                 return;
825         }
826         r = Cmd_Argv(1);
827         newt = Cmd_Argv(2);
828         if(!newt[0])
829                 newt = r;
830         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
831         {
832                 if(t->width && !strcasecmp(t->name, r))
833                 {
834                         if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
835                         {
836                                 Con_Printf("%s replaced with %s\n", r, newt);
837                                 return;
838                         }
839                         else
840                         {
841                                 Con_Printf("%s was not found\n", newt);
842                                 Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
843                                 return;
844                         }
845                 }
846         }
847 }
848
849 //Made by [515]
850 void R_ListWorldTextures (void)
851 {
852         model_t         *m;
853         texture_t       *t;
854         int                     i;
855         m = r_refdef.worldmodel;
856
857         Con_Print("Worldmodel textures :\n");
858         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
859                 if(t->skin.base != r_texture_notexture)
860                         Con_Printf("%s\n", t->name);
861 }
862
863 #if 0
864 static void gl_surf_start(void)
865 {
866 }
867
868 static void gl_surf_shutdown(void)
869 {
870 }
871
872 static void gl_surf_newmap(void)
873 {
874 }
875 #endif
876
877 void GL_Surf_Init(void)
878 {
879
880         Cvar_RegisterVariable(&r_ambient);
881         Cvar_RegisterVariable(&r_drawportals);
882         Cvar_RegisterVariable(&r_lockpvs);
883         Cvar_RegisterVariable(&r_lockvisibility);
884         Cvar_RegisterVariable(&r_useportalculling);
885         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
886
887         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
888         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
889
890         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
891 }
892