2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // r_surf.c: surface-related refresh code
26 #define MAX_LIGHTMAP_SIZE 256
28 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "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)"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
43 int smax, tmax, i, size, size3, maps, l;
45 unsigned char *lightmap, *out, *stain;
46 model_t *model = ent->model;
48 unsigned char *templight;
50 smax = (surface->lightmapinfo->extents[0]>>4)+1;
51 tmax = (surface->lightmapinfo->extents[1]>>4)+1;
55 r_refdef.stats.lightmapupdatepixels += size;
56 r_refdef.stats.lightmapupdates++;
58 if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
60 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61 if (cl.buildlightmapmemory)
62 Mem_Free(cl.buildlightmapmemory);
63 cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
66 // these both point at the same buffer, templight is only used for final
67 // processing and can replace the intblocklights data as it goes
68 intblocklights = (int *)cl.buildlightmapmemory;
69 templight = (unsigned char *)cl.buildlightmapmemory;
71 // update cached lighting info
72 surface->cached_dlight = 0;
74 lightmap = surface->lightmapinfo->samples;
76 // set to full bright if no light data
78 if (!model->brushq1.lightdata)
80 for (i = 0;i < size3;i++)
86 memset(bl, 0, size3*sizeof(*bl));
88 // add all the lightmaps
90 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92 bl[i] += lightmap[i] * scale;
95 stain = surface->lightmapinfo->stainsamples;
98 // the >> 16 shift adjusts down 8 bits to account for the stainmap
99 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100 // be doubled during rendering to achieve 2x overbright
101 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
104 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
106 l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
107 l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
108 l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
114 for (i = 0;i < size;i++, bl += 3, out += 4)
116 l = bl[0] >> 8;out[2] = min(l, 255);
117 l = bl[1] >> 8;out[1] = min(l, 255);
118 l = bl[2] >> 8;out[0] = min(l, 255);
123 R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
125 // update the surface's deluxemap if it has one
126 if (surface->deluxemaptexture != r_texture_blanknormalmap)
129 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
130 lightmap = surface->lightmapinfo->samples;
131 // clear to no normalmap
133 memset(bl, 0, size3*sizeof(*bl));
134 // add all the normalmaps
135 if (lightmap && normalmap)
137 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
139 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
141 // add the normalmap with weighting proportional to the style's lightmap intensity
142 l = (int)(VectorLength(lightmap + i*3) * scale);
143 bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
144 bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
145 bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
151 // we simply renormalize the weighted normals to get a valid deluxemap
152 for (i = 0;i < size;i++, bl += 3, out += 4)
156 l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
157 l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
158 l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
161 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
165 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
167 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
168 msurface_t *surface, *endsurface;
169 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
173 maxdist = radius * radius;
174 invradius = 1.0f / radius;
179 ndist = PlaneDiff(origin, node->plane);
182 node = node->children[0];
187 node = node->children[1];
191 dist2 = ndist * ndist;
192 maxdist3 = maxdist - dist2;
194 if (node->plane->type < 3)
196 VectorCopy(origin, impact);
197 impact[node->plane->type] -= ndist;
201 impact[0] = origin[0] - node->plane->normal[0] * ndist;
202 impact[1] = origin[1] - node->plane->normal[1] * ndist;
203 impact[2] = origin[2] - node->plane->normal[2] * ndist;
206 for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
208 if (surface->lightmapinfo->stainsamples)
210 smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
211 tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
213 impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
214 impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
216 s = bound(0, impacts, smax * 16) - impacts;
217 t = bound(0, impactt, tmax * 16) - impactt;
218 i = (int)(s * s + t * t + dist2);
222 // reduce calculations
223 for (s = 0, i = impacts; s < smax; s++, i -= 16)
224 sdtable[s] = i * i + dist2;
226 bl = surface->lightmapinfo->stainsamples;
231 for (t = 0;t < tmax;t++, i -= 16)
234 // make sure some part of it is visible on this line
237 maxdist2 = maxdist - td;
238 for (s = 0;s < smax;s++)
240 if (sdtable[s] < maxdist2)
242 ratio = lhrandom(0.0f, 1.0f);
243 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
244 if (a >= (1.0f / 64.0f))
248 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
249 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
250 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
260 // force lightmap upload
262 surface->cached_dlight = true;
266 if (node->children[0]->plane)
268 if (node->children[1]->plane)
270 R_StainNode(node->children[0], model, origin, radius, fcolor);
271 node = node->children[1];
276 node = node->children[0];
280 else if (node->children[1]->plane)
282 node = node->children[1];
287 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)
291 entity_render_t *ent;
294 if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
299 fcolor[3] = ca1 * (1.0f / 64.0f);
300 fcolor[4] = cr2 - cr1;
301 fcolor[5] = cg2 - cg1;
302 fcolor[6] = cb2 - cb1;
303 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
305 R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
307 // look for embedded bmodels
308 for (n = 0;n < cl.num_brushmodel_entities;n++)
310 ent = &cl.entities[cl.brushmodel_entities[n]].render;
312 if (model && model->name[0] == '*')
314 if (model->brush.data_nodes)
316 Matrix4x4_Transform(&ent->inversematrix, origin, org);
317 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
325 =============================================================
329 =============================================================
332 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
334 // due to the hacky nature of this function's parameters, this is never
335 // called with a batch, so numsurfaces is always 1, and the surfacelist
336 // contains only a leaf number for coloring purposes
337 const mportal_t *portal = (mportal_t *)ent;
340 float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
345 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
347 GL_CullFace(GL_NONE);
348 R_Mesh_Matrix(&identitymatrix);
350 numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
352 R_Mesh_VertexPointer(vertex3f, 0, 0);
353 R_Mesh_ColorPointer(NULL, 0, 0);
354 R_Mesh_ResetTextureState();
355 R_SetupGenericShader(false);
358 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
362 for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
363 VectorCopy(portal->points[i].position, v);
364 R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
367 // LordHavoc: this is just a nice debugging tool, very slow
368 void R_DrawPortals(void)
373 model_t *model = r_refdef.scene.worldmodel;
376 for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
378 if (r_refdef.viewcache.world_leafvisible[leafnum])
380 //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
381 for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
383 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
384 if (!R_CullBox(portal->mins, portal->maxs))
387 for (i = 0;i < portal->numpoints;i++)
388 VectorAdd(center, portal->points[i].position, center);
389 f = ixtable[portal->numpoints];
390 VectorScale(center, f, center);
391 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
398 void R_View_WorldVisibility(qboolean forcenovis)
403 model_t *model = r_refdef.scene.worldmodel;
408 if (r_refdef.view.usecustompvs)
410 // clear the visible surface and leaf flags arrays
411 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
412 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
413 r_refdef.viewcache.world_novis = false;
415 // simply cull each marked leaf to the frustum (view pyramid)
416 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
418 // if leaf is in current pvs and on the screen, mark its surfaces
419 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
421 r_refdef.stats.world_leafs++;
422 r_refdef.viewcache.world_leafvisible[j] = true;
423 if (leaf->numleafsurfaces)
424 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
425 r_refdef.viewcache.world_surfacevisible[*mark] = true;
431 // if possible find the leaf the view origin is in
432 viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
433 // if possible fetch the visible cluster bits
434 if (!r_lockpvs.integer && model->brush.FatPVS)
435 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
437 if (!r_lockvisibility.integer)
439 // clear the visible surface and leaf flags arrays
440 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
441 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
443 r_refdef.viewcache.world_novis = false;
445 // if floating around in the void (no pvs data available, and no
446 // portals available), simply use all on-screen leafs.
447 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
449 // no visibility method: (used when floating around in the void)
450 // simply cull each leaf to the frustum (view pyramid)
451 // similar to quake's RecursiveWorldNode but without cache misses
452 r_refdef.viewcache.world_novis = true;
453 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
455 // if leaf is in current pvs and on the screen, mark its surfaces
456 if (!R_CullBox(leaf->mins, leaf->maxs))
458 r_refdef.stats.world_leafs++;
459 r_refdef.viewcache.world_leafvisible[j] = true;
460 if (leaf->numleafsurfaces)
461 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
462 r_refdef.viewcache.world_surfacevisible[*mark] = true;
466 // just check if each leaf in the PVS is on screen
467 // (unless portal culling is enabled)
468 else if (r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
471 // simply check if each leaf is in the Potentially Visible Set,
472 // and cull to frustum (view pyramid)
473 // similar to quake's RecursiveWorldNode but without cache misses
474 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
476 // if leaf is in current pvs and on the screen, mark its surfaces
477 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
479 r_refdef.stats.world_leafs++;
480 r_refdef.viewcache.world_leafvisible[j] = true;
481 if (leaf->numleafsurfaces)
482 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
483 r_refdef.viewcache.world_surfacevisible[*mark] = true;
487 // if desired use a recursive portal flow, culling each portal to
488 // frustum and checking if the leaf the portal leads to is in the pvs
493 mleaf_t *leafstack[8192];
494 // simple-frustum portal method:
495 // follows portals leading outward from viewleaf, does not venture
496 // offscreen or into leafs that are not visible, faster than
497 // Quake's RecursiveWorldNode and vastly better in unvised maps,
498 // often culls some surfaces that pvs alone would miss
499 // (such as a room in pvs that is hidden behind a wall, but the
500 // passage leading to the room is off-screen)
501 leafstack[0] = viewleaf;
505 leaf = leafstack[--leafstackpos];
506 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
508 r_refdef.stats.world_leafs++;
509 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
510 // mark any surfaces bounding this leaf
511 if (leaf->numleafsurfaces)
512 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
513 r_refdef.viewcache.world_surfacevisible[*mark] = true;
514 // follow portals into other leafs
516 // if viewer is behind portal (portal faces outward into the scene)
517 // and the portal polygon's bounding box is on the screen
518 // and the leaf has not been visited yet
519 // and the leaf is visible in the pvs
520 // (the first two checks won't cause as many cache misses as the leaf checks)
521 for (p = leaf->portals;p;p = p->next)
523 r_refdef.stats.world_portals++;
524 if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
525 && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
526 && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
527 && !R_CullBox(p->mins, p->maxs)
528 && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
529 leafstack[leafstackpos++] = p->past;
536 void R_Q1BSP_DrawSky(entity_render_t *ent)
538 if (ent->model == NULL)
540 if (ent == r_refdef.scene.worldentity)
541 R_DrawWorldSurfaces(true, true, false, false, false);
543 R_DrawModelSurfaces(ent, true, true, false, false, false);
546 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
548 model_t *model = ent->model;
551 if (ent == r_refdef.scene.worldentity)
552 R_DrawWorldSurfaces(false, false, false, true, false);
554 R_DrawModelSurfaces(ent, false, false, false, true, false);
557 void R_Q1BSP_Draw(entity_render_t *ent)
559 model_t *model = ent->model;
562 if (ent == r_refdef.scene.worldentity)
563 R_DrawWorldSurfaces(false, true, false, false, false);
565 R_DrawModelSurfaces(ent, false, true, false, false, false);
568 void R_Q1BSP_DrawDepth(entity_render_t *ent)
570 model_t *model = ent->model;
573 GL_ColorMask(0,0,0,0);
576 GL_BlendFunc(GL_ONE, GL_ZERO);
579 R_Mesh_ColorPointer(NULL, 0, 0);
580 R_Mesh_ResetTextureState();
581 R_SetupDepthOrShadowShader();
582 if (ent == r_refdef.scene.worldentity)
583 R_DrawWorldSurfaces(false, false, true, false, false);
585 R_DrawModelSurfaces(ent, false, false, true, false, false);
586 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
589 void R_Q1BSP_DrawDebug(entity_render_t *ent)
591 if (ent->model == NULL)
593 if (ent == r_refdef.scene.worldentity)
594 R_DrawWorldSurfaces(false, false, false, false, true);
596 R_DrawModelSurfaces(ent, false, false, false, false, true);
599 typedef struct r_q1bsp_getlightinfo_s
602 vec3_t relativelightorigin;
605 unsigned char *outleafpvs;
608 unsigned char *outsurfacepvs;
609 unsigned char *tempsurfacepvs;
610 unsigned char *outshadowtrispvs;
611 unsigned char *outlighttrispvs;
617 const unsigned char *pvs;
618 qboolean svbsp_active;
619 qboolean svbsp_insertoccluder;
621 r_q1bsp_getlightinfo_t;
623 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
629 mplane_t *plane = node->plane;
630 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
634 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
638 if (info->lightmins[plane->type] > plane->dist)
639 node = node->children[0];
640 else if (info->lightmaxs[plane->type] < plane->dist)
641 node = node->children[1];
642 else if (info->relativelightorigin[plane->type] >= plane->dist)
644 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
645 node = node->children[1];
649 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
650 node = node->children[0];
655 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
658 // recurse front side first because the svbsp building prefers it
659 if (PlaneDist(info->relativelightorigin, plane) >= 0)
661 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
662 node = node->children[1];
666 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
667 node = node->children[0];
671 return; // ERROR: NAN bounding box!
673 node = node->children[sides - 1];
676 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
678 leaf = (mleaf_t *)node;
679 if (info->svbsp_active)
683 double points[128][3];
684 for (portal = leaf->portals;portal;portal = portal->next)
686 for (i = 0;i < portal->numpoints;i++)
687 VectorCopy(portal->points[i].position, points[i]);
688 if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
692 return; // no portals of this leaf visible
696 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
699 // inserting occluders does not alter the leaf info
700 if (!info->svbsp_insertoccluder)
702 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
703 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
704 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
705 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
706 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
707 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
708 if (info->outleafpvs)
710 int leafindex = leaf - info->model->brush.data_leafs;
711 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
713 SETPVSBIT(info->outleafpvs, leafindex);
714 info->outleaflist[info->outnumleafs++] = leafindex;
718 if (info->outsurfacepvs)
720 int leafsurfaceindex;
722 int triangleindex, t;
727 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
729 surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
730 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
732 surface = info->model->data_surfaces + surfaceindex;
733 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
734 && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
736 qboolean addedtris = false;
737 qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
738 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
740 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
741 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
742 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
743 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
745 if (info->svbsp_insertoccluder)
747 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
749 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
751 VectorCopy(v[0], v2[0]);
752 VectorCopy(v[1], v2[1]);
753 VectorCopy(v[2], v2[2]);
754 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
760 if (info->svbsp_active)
762 VectorCopy(v[0], v2[0]);
763 VectorCopy(v[1], v2[1]);
764 VectorCopy(v[2], v2[2]);
765 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
768 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
770 // if the material is double sided we
771 // can't cull by direction
772 SETPVSBIT(info->outlighttrispvs, t);
774 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
775 SETPVSBIT(info->outshadowtrispvs, t);
777 else if (r_shadow_frontsidecasting.integer)
779 // front side casting occludes backfaces,
780 // so they are completely useless as both
781 // casters and lit polygons
782 if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
784 SETPVSBIT(info->outlighttrispvs, t);
786 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
787 SETPVSBIT(info->outshadowtrispvs, t);
791 // back side casting does not occlude
792 // anything so we can't cull lit polygons
793 SETPVSBIT(info->outlighttrispvs, t);
795 if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
796 SETPVSBIT(info->outshadowtrispvs, t);
803 SETPVSBIT(info->outsurfacepvs, surfaceindex);
804 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
812 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
817 VectorCopy(info->relativelightorigin, origin);
820 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
821 r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
823 info->svbsp_active = true;
824 info->svbsp_insertoccluder = true;
827 SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
828 R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
829 // if that failed, retry with more nodes
830 if (r_svbsp.ranoutofnodes)
832 // an upper limit is imposed
833 if (r_svbsp.maxnodes >= 2<<22)
835 Mem_Free(r_svbsp.nodes);
836 r_svbsp.maxnodes *= 2;
837 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
842 // now clear the surfacepvs array because we need to redo it
843 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
844 info->outnumsurfaces = 0;
847 info->svbsp_active = false;
849 // we HAVE to mark the leaf the light is in as lit, because portals are
850 // irrelevant to a leaf that the light source is inside of
851 // (and they are all facing away, too)
853 mnode_t *node = info->model->brush.data_nodes;
856 node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
857 leaf = (mleaf_t *)node;
858 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
859 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
860 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
861 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
862 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
863 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
864 if (info->outleafpvs)
866 int leafindex = leaf - info->model->brush.data_leafs;
867 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
869 SETPVSBIT(info->outleafpvs, leafindex);
870 info->outleaflist[info->outnumleafs++] = leafindex;
875 info->svbsp_insertoccluder = false;
876 R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
877 if (developer.integer >= 100 && use_svbsp)
879 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
880 Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
881 Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
885 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)
887 r_q1bsp_getlightinfo_t info;
888 VectorCopy(relativelightorigin, info.relativelightorigin);
889 info.lightradius = lightradius;
890 info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
891 info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
892 info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
893 info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
894 info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
895 info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
896 if (ent->model == NULL)
898 VectorCopy(info.lightmins, outmins);
899 VectorCopy(info.lightmaxs, outmaxs);
900 *outnumleafspointer = 0;
901 *outnumsurfacespointer = 0;
904 info.model = ent->model;
905 info.outleaflist = outleaflist;
906 info.outleafpvs = outleafpvs;
907 info.outnumleafs = 0;
908 info.outsurfacelist = outsurfacelist;
909 info.outsurfacepvs = outsurfacepvs;
910 info.outshadowtrispvs = outshadowtrispvs;
911 info.outlighttrispvs = outlighttrispvs;
912 info.outnumsurfaces = 0;
913 VectorCopy(info.relativelightorigin, info.outmins);
914 VectorCopy(info.relativelightorigin, info.outmaxs);
915 memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
916 memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
917 if (info.model->brush.shadowmesh)
918 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
920 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
921 memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
922 if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
923 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
926 R_UpdateAllTextureInfo(ent);
928 if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
930 // use portal recursion for exact light volume culling, and exact surface checking
931 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);
933 else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
935 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
936 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);
940 // recurse the bsp tree, checking leafs and surfaces for visibility
941 // optionally using svbsp for exact culling of compiled lights
942 // (or if the user enables dlight svbsp culling, which is mostly for
943 // debugging not actual use)
944 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
947 // limit combined leaf box to light boundaries
948 outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
949 outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
950 outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
951 outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
952 outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
953 outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
955 *outnumleafspointer = info.outnumleafs;
956 *outnumsurfacespointer = info.outnumsurfaces;
959 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
961 model_t *model = ent->model;
963 int surfacelistindex;
964 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
965 r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
966 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
967 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
969 surface = model->data_surfaces + surfacelist[surfacelistindex];
970 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
972 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);
974 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);
975 r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
978 extern cvar_t r_polygonoffset_submodel_factor;
979 extern cvar_t r_polygonoffset_submodel_offset;
980 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
982 model_t *model = ent->model;
984 int modelsurfacelistindex;
985 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
986 // check the box in modelspace, it was already checked in worldspace
987 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
989 R_UpdateAllTextureInfo(ent);
990 if (ent->model->brush.submodel)
991 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
992 if (model->brush.shadowmesh)
994 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
995 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
997 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
998 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1000 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);
1002 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);
1006 projectdistance = lightradius + model->radius*2;
1007 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1008 // identify lit faces within the bounding box
1009 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1011 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1012 rsurface.texture = surface->texture->currentframe;
1013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1015 RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1016 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1018 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
1020 if (ent->model->brush.submodel)
1021 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1024 #define BATCHSIZE 1024
1026 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1028 int i, j, endsurface;
1030 msurface_t *surface;
1031 // note: in practice this never actually receives batches), oh well
1032 R_Shadow_RenderMode_Begin();
1033 R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
1034 R_Shadow_RenderMode_Lighting(false, true);
1035 R_Shadow_SetupEntityLight(ent);
1036 for (i = 0;i < numsurfaces;i = j)
1039 surface = rsurface.modelsurfaces + surfacelist[i];
1040 t = surface->texture;
1041 R_UpdateTextureInfo(ent, t);
1042 rsurface.texture = t->currentframe;
1043 endsurface = min(j + BATCHSIZE, numsurfaces);
1044 for (j = i;j < endsurface;j++)
1046 surface = rsurface.modelsurfaces + surfacelist[j];
1047 if (t != surface->texture)
1049 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1050 R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1053 R_Shadow_RenderMode_End();
1056 #define RSURF_MAX_BATCHSURFACES 8192
1058 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
1060 model_t *model = ent->model;
1061 msurface_t *surface;
1062 int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1063 qboolean usebufferobject, culltriangles;
1064 const int *element3i;
1065 msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1066 int batchelements[BATCHSIZE*3];
1069 R_UpdateAllTextureInfo(ent);
1070 culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
1071 element3i = rsurface.modelelement3i;
1072 // this is a double loop because non-visible surface skipping has to be
1073 // fast, and even if this is not the world model (and hence no visibility
1074 // checking) the input surface list and batch buffer are different formats
1075 // so some processing is necessary. (luckily models have few surfaces)
1076 for (i = 0;i < numsurfaces;)
1078 batchnumsurfaces = 0;
1079 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1080 if (ent == r_refdef.scene.worldentity)
1082 for (;i < endsurface;i++)
1083 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1084 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1088 for (;i < endsurface;i++)
1089 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1091 if (!batchnumsurfaces)
1093 for (k = 0;k < batchnumsurfaces;k = kend)
1095 surface = batchsurfacelist[k];
1096 tex = surface->texture;
1097 rsurface.texture = tex->currentframe;
1098 // gather surfaces into a batch range
1099 for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1101 // now figure out what to do with this particular range of surfaces
1102 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1104 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
1106 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1108 vec3_t tempcenter, center;
1109 for (l = k;l < kend;l++)
1111 surface = batchsurfacelist[l];
1112 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1113 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1114 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1115 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1116 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1120 batchnumtriangles = 0;
1121 batchfirsttriangle = surface->num_firsttriangle;
1122 for (l = k;l < kend;l++)
1124 surface = batchsurfacelist[l];
1125 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1126 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1130 if (!CHECKPVSBIT(trispvs, m))
1132 usebufferobject = false;
1136 else if (culltriangles)
1138 if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
1140 usebufferobject = false;
1144 if (batchnumtriangles >= BATCHSIZE)
1146 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1147 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1148 // use the element buffer if all triangles are consecutive
1149 if (m == batchfirsttriangle + batchnumtriangles)
1150 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1152 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1153 usebufferobject = true;
1154 batchnumtriangles = 0;
1155 batchfirsttriangle = m;
1157 batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1158 batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1159 batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1160 batchnumtriangles++;
1163 if (batchnumtriangles > 0)
1165 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1166 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1167 // use the element buffer if all triangles are consecutive
1168 if (m == batchfirsttriangle + batchnumtriangles)
1169 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
1171 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
1178 void R_ReplaceWorldTexture (void)
1183 const char *r, *newt;
1184 skinframe_t *skinframe;
1185 if (!r_refdef.scene.worldmodel)
1187 Con_Printf("There is no worldmodel\n");
1190 m = r_refdef.scene.worldmodel;
1194 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1195 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1198 if(!cl.islocalgame || !cl.worldmodel)
1200 Con_Print("This command works only in singleplayer\n");
1207 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1209 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1211 if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
1213 // t->skinframes[0] = skinframe;
1214 t->currentskinframe = skinframe;
1215 t->currentskinframe = skinframe;
1216 Con_Printf("%s replaced with %s\n", r, newt);
1220 Con_Printf("%s was not found\n", newt);
1228 void R_ListWorldTextures (void)
1233 if (!r_refdef.scene.worldmodel)
1235 Con_Printf("There is no worldmodel\n");
1238 m = r_refdef.scene.worldmodel;
1240 Con_Print("Worldmodel textures :\n");
1241 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1242 if (t->numskinframes)
1243 Con_Printf("%s\n", t->name);
1247 static void gl_surf_start(void)
1251 static void gl_surf_shutdown(void)
1255 static void gl_surf_newmap(void)
1260 void GL_Surf_Init(void)
1263 Cvar_RegisterVariable(&r_ambient);
1264 Cvar_RegisterVariable(&r_lockpvs);
1265 Cvar_RegisterVariable(&r_lockvisibility);
1266 Cvar_RegisterVariable(&r_useportalculling);
1267 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1269 Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1270 Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1272 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);