+ // leaf
+ leaf = (mleaf_t *)node;
+#if 1
+ if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ continue;
+#endif
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+
+ if (svbspactive)
+ {
+ // we can occlusion test the leaf by checking if all of its portals
+ // are occluded (unless the light is in this leaf - but that was
+ // already handled by the caller)
+ for (portal = leaf->portals;portal;portal = portal->next)
+ {
+ for (i = 0;i < portal->numpoints;i++)
+ VectorCopy(portal->points[i].position, points[i]);
+ if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+ break;
+ }
+ if (leaf->portals && portal == NULL)
+ continue; // no portals of this leaf visible
+ }
+
+ // add this leaf to the reduced light bounds
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+
+ // mark this leaf as being visible to the light
+ if (info->outleafpvs)
+ {
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ {
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
+ }
+ }
+
+ // when using BIH, we skip the surfaces here
+ if (skipsurfaces)
+ continue;
+
+ // iterate the surfaces linked by this leaf and check their triangles
+ leafsurfaceindices = leaf->firstleafsurface;
+ numleafsurfaces = leaf->numleafsurfaces;
+ if (svbspinsertoccluder)
+ {
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
+ {
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (!castshadow)
+ continue;
+ insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
+ }
+ else
+ {
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
+ {
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ addedtris = false;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ continue;
+ if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't omit triangles from lighting even if they are
+ // backfacing, because when using shadowmapping they are often
+ // not fully occluded on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow)
+ {
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (frontsidecasting)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ }
+ }
+ if (addedtris)
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+ }
+}
+
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
+{
+ bih_leaf_t *leaf;
+ bih_node_t *node;
+ int nodenum;
+ int axis;
+ int surfaceindex;
+ int t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ int nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // note: because the BSP leafs are not in the BIH tree, the _BSP function
+ // must be called to mark leafs visible for entity culling...
+ // we start at the root node
+ nodestack[nodestackpos++] = 0;
+ // we'll be done when the stack is empty
+ while (nodestackpos)
+ {
+ // pop one off the stack to process
+ nodenum = nodestack[--nodestackpos];
+ if (nodenum >= 0)
+ {
+ // node
+ node = bih->nodes + nodenum;
+ axis = node->type - BIH_SPLITX;
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ if (info->lightmins[axis] <= node->backmax)
+ {
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->front;
+ nodestack[nodestackpos++] = node->back;
+ }
+ else if (info->lightmaxs[axis] >= node->frontmin)
+ nodestack[nodestackpos++] = node->front;
+ else
+ continue; // light falls between children, nothing here
+ }
+ else
+ {
+ // leaf
+ leaf = bih->leafs + (-1-nodenum);
+ if (leaf->type != BIH_RENDERTRIANGLE)
+ continue;
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+ surfaceindex = leaf->surfaceindex;
+ surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+ e = info->model->brush.shadowmesh->element3i + t * 3;
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (info->svbsp_insertoccluder)
+ {
+ if (castshadow)
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ continue;
+ }
+ if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't occlude triangles from lighting even
+ // if they are backfacing, because when using
+ // shadowmapping they are often not fully occluded
+ // on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ if (castshadow)
+ {
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (r_shadow_frontsidecasting.integer)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ }
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+}
+
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+{
+ extern cvar_t r_shadow_usebihculling;
+ if (use_svbsp)
+ {
+ float origin[3];
+ VectorCopy(info->relativelightorigin, origin);
+ r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
+ r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ info->svbsp_active = true;
+ info->svbsp_insertoccluder = true;
+ for (;;)
+ {
+ SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
+ // if that failed, retry with more nodes
+ if (r_svbsp.ranoutofnodes)
+ {
+ // an upper limit is imposed
+ if (r_svbsp.maxnodes >= 2<<22)
+ break;
+ r_svbsp.maxnodes *= 2;
+ r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ //Mem_Free(r_svbsp.nodes);
+ //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ }
+ else
+ break;