]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3map2/light_trace.c
Move the netradiant and fteqcc sources
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3map2 / light_trace.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/light_trace.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/light_trace.c
new file mode 100644 (file)
index 0000000..8e79244
--- /dev/null
@@ -0,0 +1,1752 @@
+/* -------------------------------------------------------------------------------
+
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define LIGHT_TRACE_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+#define Vector2Copy( a, b )            ((b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ])
+#define Vector4Copy( a, b )            ((b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ], (b)[ 2 ] = (a)[ 2 ], (b)[ 3 ] = (a)[ 3 ])
+
+#define MAX_NODE_ITEMS                 5
+#define MAX_NODE_TRIANGLES             5
+#define MAX_TRACE_DEPTH                        32
+#define MIN_NODE_SIZE                  32.0f
+
+#define GROW_TRACE_INFOS               32768           //%     4096
+#define GROW_TRACE_WINDINGS            65536           //%     32768
+#define GROW_TRACE_TRIANGLES   131072          //%     32768
+#define GROW_TRACE_NODES               16384           //%     16384
+#define GROW_NODE_ITEMS                        16                      //%     256
+
+#define MAX_TW_VERTS                   24 // vortex: increased from 12 to 24 for ability co compile some insane maps with large curve count
+
+#define        TRACE_ON_EPSILON                0.1f
+
+#define TRACE_LEAF                             -1
+#define TRACE_LEAF_SOLID               -2
+
+typedef struct traceVert_s
+{
+       vec3_t                                          xyz;
+       float                                           st[ 2 ];
+}
+traceVert_t;
+
+typedef struct traceInfo_s
+{
+       shaderInfo_t                            *si;
+       int                                                     surfaceNum, castShadows, skipGrid;
+}
+traceInfo_t;
+
+typedef struct traceWinding_s
+{
+       vec4_t                                          plane;
+       int                                                     infoNum, numVerts;
+       traceVert_t                                     v[ MAX_TW_VERTS ];
+}
+traceWinding_t;
+
+typedef struct traceTriangle_s
+{
+       vec3_t                                          edge1, edge2;
+       int                                                     infoNum;
+       traceVert_t                                     v[ 3 ];
+}
+traceTriangle_t;
+
+typedef struct traceNode_s
+{
+       int                                                     type;
+       vec4_t                                          plane;
+       vec3_t                                          mins, maxs;
+       int                                                     children[ 2 ];
+       int                                                     numItems, maxItems;
+       int                                                     *items;
+}
+traceNode_t;
+
+
+int                                                            noDrawContentFlags, noDrawSurfaceFlags, noDrawCompileFlags;
+
+int                                                            numTraceInfos = 0, maxTraceInfos = 0, firstTraceInfo = 0;
+traceInfo_t                                            *traceInfos = NULL;
+
+int                                                            numTraceWindings = 0, maxTraceWindings = 0, deadWinding = -1;
+traceWinding_t                                 *traceWindings = NULL;
+
+int                                                            numTraceTriangles = 0, maxTraceTriangles = 0, deadTriangle = -1;
+traceTriangle_t                                        *traceTriangles = NULL;
+
+int                                                            headNodeNum = 0, skyboxNodeNum = 0, maxTraceDepth = 0, numTraceLeafNodes = 0;
+int                                                            numTraceNodes = 0, maxTraceNodes = 0;
+traceNode_t                                            *traceNodes = NULL;
+
+
+
+/* -------------------------------------------------------------------------------
+
+allocation and list management
+
+------------------------------------------------------------------------------- */
+
+/*
+AddTraceInfo() - ydnar
+adds a trace info structure to the pool
+*/
+
+static int AddTraceInfo( traceInfo_t *ti )
+{
+       int             num;
+       void    *temp;
+       
+       
+       /* find an existing info */
+       for( num = firstTraceInfo; num < numTraceInfos; num++ )
+       {
+               if( traceInfos[ num ].si == ti->si &&
+                       traceInfos[ num ].surfaceNum == ti->surfaceNum &&
+                       traceInfos[ num ].castShadows == ti->castShadows &&
+                       traceInfos[ num ].skipGrid == ti->skipGrid )
+                       return num;
+       }
+       
+       /* enough space? */
+       if( numTraceInfos >= maxTraceInfos )
+       {
+               /* allocate more room */
+               maxTraceInfos += GROW_TRACE_INFOS;
+               temp = safe_malloc( maxTraceInfos * sizeof( *traceInfos ) );
+               if( traceInfos != NULL )
+               {
+                       memcpy( temp, traceInfos, numTraceInfos * sizeof( *traceInfos ) );
+                       free( traceInfos );
+               }
+               traceInfos = (traceInfo_t*) temp;
+       }
+       
+       /* add the info */
+       memcpy( &traceInfos[ num ], ti, sizeof( *traceInfos ) );
+       if( num == numTraceInfos )
+               numTraceInfos++;
+       
+       /* return the ti number */
+       return num;
+}
+
+
+
+/*
+AllocTraceNode() - ydnar
+allocates a new trace node
+*/
+
+static int AllocTraceNode( void )
+{
+       traceNode_t     *temp;
+       
+       
+       /* enough space? */
+       if( numTraceNodes >= maxTraceNodes )
+       {
+               /* reallocate more room */
+               maxTraceNodes += GROW_TRACE_NODES;
+               temp = safe_malloc( maxTraceNodes * sizeof( traceNode_t ) );
+               if( traceNodes != NULL )
+               {
+                       memcpy( temp, traceNodes, numTraceNodes * sizeof( traceNode_t ) );
+                       free( traceNodes );
+               }
+               traceNodes = temp;
+       }
+       
+       /* add the node */
+       memset( &traceNodes[ numTraceNodes ], 0, sizeof( traceNode_t ) );
+       traceNodes[ numTraceNodes ].type = TRACE_LEAF;
+       ClearBounds( traceNodes[ numTraceNodes ].mins, traceNodes[ numTraceNodes ].maxs );
+
+       /* Sys_Printf("alloc node %d\n", numTraceNodes); */
+
+       numTraceNodes++;
+       
+       /* return the count */
+       return (numTraceNodes - 1);
+}
+
+
+
+/*
+AddTraceWinding() - ydnar
+adds a winding to the raytracing pool
+*/
+
+static int AddTraceWinding( traceWinding_t *tw )
+{
+       int             num;
+       void    *temp;
+       
+       
+       /* check for a dead winding */
+       if( deadWinding >= 0 && deadWinding < numTraceWindings )
+               num = deadWinding;
+       else
+       {
+               /* put winding at the end of the list */
+               num = numTraceWindings;
+               
+               /* enough space? */
+               if( numTraceWindings >= maxTraceWindings )
+               {
+                       /* allocate more room */
+                       maxTraceWindings += GROW_TRACE_WINDINGS;
+                       temp = safe_malloc( maxTraceWindings * sizeof( *traceWindings ) );
+                       if( traceWindings != NULL )
+                       {
+                               memcpy( temp, traceWindings, numTraceWindings * sizeof( *traceWindings ) );
+                               free( traceWindings );
+                       }
+                       traceWindings = (traceWinding_t*) temp;
+               }
+       }
+       
+       /* add the winding */
+       memcpy( &traceWindings[ num ], tw, sizeof( *traceWindings ) );
+       if( num == numTraceWindings )
+               numTraceWindings++;
+       deadWinding = -1;
+       
+       /* return the winding number */
+       return num;
+}
+
+
+
+/*
+AddTraceTriangle() - ydnar
+adds a triangle to the raytracing pool
+*/
+
+static int AddTraceTriangle( traceTriangle_t *tt )
+{
+       int             num;
+       void    *temp;
+       
+       
+       /* check for a dead triangle */
+       if( deadTriangle >= 0 && deadTriangle < numTraceTriangles )
+               num = deadTriangle;
+       else
+       {
+               /* put triangle at the end of the list */
+               num = numTraceTriangles;
+               
+               /* enough space? */
+               if( numTraceTriangles >= maxTraceTriangles )
+               {
+                       /* allocate more room */
+                       maxTraceTriangles += GROW_TRACE_TRIANGLES;
+                       temp = safe_malloc( maxTraceTriangles * sizeof( *traceTriangles ) );
+                       if( traceTriangles != NULL )
+                       {
+                               memcpy( temp, traceTriangles, numTraceTriangles * sizeof( *traceTriangles ) );
+                               free( traceTriangles );
+                       }
+                       traceTriangles = (traceTriangle_t*) temp;
+               }
+       }
+       
+       /* find vectors for two edges sharing the first vert */
+       VectorSubtract( tt->v[ 1 ].xyz, tt->v[ 0 ].xyz, tt->edge1 );
+       VectorSubtract( tt->v[ 2 ].xyz, tt->v[ 0 ].xyz, tt->edge2 );
+       
+       /* add the triangle */
+       memcpy( &traceTriangles[ num ], tt, sizeof( *traceTriangles ) );
+       if( num == numTraceTriangles )
+               numTraceTriangles++;
+       deadTriangle = -1;
+       
+       /* return the triangle number */
+       return num;
+}
+
+
+
+/*
+AddItemToTraceNode() - ydnar
+adds an item reference (winding or triangle) to a trace node
+*/
+
+static int AddItemToTraceNode( traceNode_t *node, int num )
+{
+       void                    *temp;
+       
+       
+       /* dummy check */
+       if( num < 0 )
+               return -1;
+       
+       /* enough space? */
+       if( node->numItems >= node->maxItems )
+       {
+               /* allocate more room */
+               if( node == traceNodes )
+                       node->maxItems *= 2;
+               else
+                       node->maxItems += GROW_NODE_ITEMS;
+               if( node->maxItems <= 0 )
+                       node->maxItems = GROW_NODE_ITEMS;
+               temp = safe_malloc( node->maxItems * sizeof( *node->items ) );
+               if( node->items != NULL )
+               {
+                       memcpy( temp, node->items, node->numItems * sizeof( *node->items ) );
+                       free( node->items );
+               }
+               node->items = (int*) temp;
+       }
+       
+       /* add the poly */
+       node->items[ node->numItems ] = num;
+       node->numItems++;
+       
+       /* return the count */
+       return (node->numItems - 1);
+}
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+trace node setup
+
+------------------------------------------------------------------------------- */
+
+/*
+SetupTraceNodes_r() - ydnar
+recursively create the initial trace node structure from the bsp tree
+*/
+
+static int SetupTraceNodes_r( int bspNodeNum )
+{
+       int                             i, nodeNum, bspLeafNum, newNode;
+       bspPlane_t              *plane;
+       bspNode_t               *bspNode;
+       
+       
+       /* get bsp node and plane */
+       bspNode = &bspNodes[ bspNodeNum ];
+       plane = &bspPlanes[ bspNode->planeNum ];
+       
+       /* allocate a new trace node */
+       nodeNum = AllocTraceNode();
+       
+       /* setup trace node */
+       traceNodes[ nodeNum ].type = PlaneTypeForNormal( plane->normal );
+       VectorCopy( plane->normal, traceNodes[ nodeNum ].plane );
+       traceNodes[ nodeNum ].plane[ 3 ] = plane->dist;
+       
+       /* setup children */
+       for( i = 0; i < 2; i++ )
+       {
+               /* leafnode */
+               if( bspNode->children[ i ] < 0 )
+               {
+                       bspLeafNum = -bspNode->children[ i ] - 1;
+                       
+                       /* new code */
+                       newNode = AllocTraceNode();
+                       traceNodes[ nodeNum ].children[ i ] = newNode;
+                       /* have to do this separately, as gcc first executes LHS, then RHS, and if a realloc took place, this fails */
+
+                       if( bspLeafs[ bspLeafNum ].cluster == -1 )
+                               traceNodes[ traceNodes[ nodeNum ].children[ i ] ].type = TRACE_LEAF_SOLID;
+               }
+               
+               /* normal node */
+               else
+               {
+                       newNode = SetupTraceNodes_r( bspNode->children[ i ] );
+                       traceNodes[ nodeNum ].children[ i ] = newNode;
+               }
+
+               if(traceNodes[ nodeNum ].children[ i ] == 0)
+                       Error( "Invalid tracenode allocated" );
+       }
+
+       /* Sys_Printf("node %d children: %d %d\n", nodeNum, traceNodes[ nodeNum ].children[0], traceNodes[ nodeNum ].children[1]); */
+       
+       /* return node number */
+       return nodeNum;
+}
+
+
+
+/*
+ClipTraceWinding() - ydnar
+clips a trace winding against a plane into one or two parts
+*/
+
+#define TW_ON_EPSILON  0.25f
+
+void ClipTraceWinding( traceWinding_t *tw, vec4_t plane, traceWinding_t *front, traceWinding_t *back )
+{
+       int                             i, j, k;
+       int                             sides[ MAX_TW_VERTS ], counts[ 3 ] = { 0, 0, 0 };
+       float                   dists[ MAX_TW_VERTS ];
+       float                   frac;
+       traceVert_t             *a, *b, mid;
+       
+       
+       /* clear front and back */
+       front->numVerts = 0;
+       back->numVerts = 0;
+       
+       /* classify points */
+       for( i = 0; i < tw->numVerts; i++ )
+       {
+               dists[ i ] = DotProduct( tw->v[ i ].xyz, plane ) - plane[ 3 ];
+               if( dists[ i ] < -TW_ON_EPSILON )
+                       sides[ i ] = SIDE_BACK;
+               else if( dists[ i ] > TW_ON_EPSILON )
+                       sides[ i ] = SIDE_FRONT;
+               else
+                       sides[ i ] = SIDE_ON;
+               counts[ sides[ i ] ]++;
+       }
+       
+       /* entirely on front? */
+       if( counts[ SIDE_BACK ] == 0 )
+               memcpy( front, tw, sizeof( *front ) );
+       
+       /* entirely on back? */
+       else if( counts[ SIDE_FRONT ] == 0 )
+               memcpy( back, tw, sizeof( *back ) );
+       
+       /* straddles the plane */
+       else
+       {
+               /* setup front and back */
+               memcpy( front, tw, sizeof( *front ) );
+               front->numVerts = 0;
+               memcpy( back, tw, sizeof( *back ) ); 
+               back->numVerts = 0;
+               
+               /* split the winding */
+               for( i = 0; i < tw->numVerts; i++ )
+               {
+                       /* radix */
+                       j = (i + 1) % tw->numVerts;
+                       
+                       /* get verts */
+                       a = &tw->v[ i ];
+                       b = &tw->v[ j ];
+                       
+                       /* handle points on the splitting plane */
+                       switch( sides[ i ] )
+                       {
+                               case SIDE_FRONT:
+                                       if( front->numVerts >= MAX_TW_VERTS )
+                                               Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+                                       front->v[ front->numVerts++ ] = *a;
+                                       break;
+                               
+                               case SIDE_BACK:
+                                       if( back->numVerts >= MAX_TW_VERTS )
+                                               Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+                                       back->v[ back->numVerts++ ] = *a;
+                                       break;
+                               
+                               case SIDE_ON:
+                                       if( front->numVerts >= MAX_TW_VERTS || back->numVerts >= MAX_TW_VERTS )
+                                               Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+                                       front->v[ front->numVerts++ ] = *a;
+                                       back->v[ back->numVerts++ ] = *a;
+                                       continue;
+                       }
+                       
+                       /* check next point to see if we need to split the edge */
+                       if( sides[ j ] == SIDE_ON || sides[ j ] == sides[ i ] )
+                               continue;
+                       
+                       /* check limit */
+                       if( front->numVerts >= MAX_TW_VERTS || back->numVerts >= MAX_TW_VERTS )
+                               Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+                       
+                       /* generate a split point */
+                       frac = dists[ i ] / (dists[ i ] - dists[ j ]);
+                       for( k = 0; k < 3; k++ )
+                       {
+                               /* minimize fp precision errors */
+                               if( plane[ k ] == 1.0f )
+                                       mid.xyz[ k ] = plane[ 3 ];
+                               else if( plane[ k ] == -1.0f )
+                                       mid.xyz[ k ] = -plane[ 3 ];
+                               else
+                                       mid.xyz[ k ] = a->xyz[ k ] + frac * (b->xyz[ k ] - a->xyz[ k ]);
+                       }
+                       /* set texture coordinates */
+                       mid.st[ 0 ] = a->st[ 0 ] + frac * (b->st[ 0 ] - a->st[ 0 ]);
+                       mid.st[ 1 ] = a->st[ 1 ] + frac * (b->st[ 1 ] - a->st[ 1 ]);
+                       
+                       /* copy midpoint to front and back polygons */
+                       front->v[ front->numVerts++ ] = mid;
+                       back->v[ back->numVerts++ ] = mid;
+               }
+       }
+}
+
+
+
+/*
+FilterTraceWindingIntoNodes_r() - ydnar
+filters a trace winding into the raytracing tree
+*/
+
+static void FilterTraceWindingIntoNodes_r( traceWinding_t *tw, int nodeNum )
+{
+       int                             num;
+       vec4_t                  plane1, plane2, reverse;
+       traceNode_t             *node;
+       traceWinding_t  front, back;
+       
+       
+       /* don't filter if passed a bogus node (solid, etc) */
+       if( nodeNum < 0 || nodeNum >= numTraceNodes )
+               return;
+       
+       /* get node */
+       node = &traceNodes[ nodeNum ];
+       
+       /* is this a decision node? */
+       if( node->type >= 0 )
+       {       
+               /* create winding plane if necessary, filtering out bogus windings as well */
+               if( nodeNum == headNodeNum )
+               {
+                       if( !PlaneFromPoints( tw->plane, tw->v[ 0 ].xyz, tw->v[ 1 ].xyz, tw->v[ 2 ].xyz ) )
+                               return;
+               }
+       
+               /* validate the node */
+               if( node->children[ 0 ] == 0 || node->children[ 1 ] == 0 )
+                       Error( "Invalid tracenode: %d", nodeNum );
+               
+               /* get node plane */
+               Vector4Copy( node->plane, plane1 );
+               
+               /* get winding plane */
+               Vector4Copy( tw->plane, plane2 );
+               
+               /* invert surface plane */
+               VectorSubtract( vec3_origin, plane2, reverse );
+               reverse[ 3 ] = -plane2[ 3 ];
+               
+               /* front only */
+               if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
+               {
+                       FilterTraceWindingIntoNodes_r( tw, node->children[ 0 ] );
+                       return;
+               }
+               
+               /* back only */
+               if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
+               {
+                       FilterTraceWindingIntoNodes_r( tw, node->children[ 1 ] );
+                       return;
+               }
+               
+               /* clip the winding by node plane */
+               ClipTraceWinding( tw, plane1, &front, &back );
+               
+               /* filter by node plane */
+               if( front.numVerts >= 3 )
+                       FilterTraceWindingIntoNodes_r( &front, node->children[ 0 ] );
+               if( back.numVerts >= 3 )
+                       FilterTraceWindingIntoNodes_r( &back, node->children[ 1 ] );
+               
+               /* return to caller */
+               return;
+       }
+       
+       /* add winding to leaf node */
+       num = AddTraceWinding( tw );
+       AddItemToTraceNode( node, num );
+}
+
+
+
+/*
+SubdivideTraceNode_r() - ydnar
+recursively subdivides a tracing node until it meets certain size and complexity criteria
+*/
+
+static void SubdivideTraceNode_r( int nodeNum, int depth )
+{
+       int                             i, j, count, num, frontNum, backNum, type;
+       vec3_t                  size;
+       float                   dist;
+       double                  average[ 3 ];
+       traceNode_t             *node, *frontNode, *backNode;
+       traceWinding_t  *tw, front, back;
+       
+       
+       /* dummy check */
+       if( nodeNum < 0 || nodeNum >= numTraceNodes )
+               return;
+       
+       /* get node */
+       node = &traceNodes[ nodeNum ];
+       
+       /* runaway recursion check */
+       if( depth >= MAX_TRACE_DEPTH )
+       {
+               //%     Sys_Printf( "Depth: (%d items)\n", node->numItems );
+               numTraceLeafNodes++;
+               return;
+       }
+       depth++;
+       
+       /* is this a decision node? */
+       if( node->type >= 0 )
+       {
+               /* subdivide children */
+               frontNum = node->children[ 0 ];
+               backNum = node->children[ 1 ];
+               SubdivideTraceNode_r( frontNum, depth );
+               SubdivideTraceNode_r( backNum, depth );
+               return;
+       }
+       
+       /* bound the node */
+       ClearBounds( node->mins, node->maxs );
+       VectorClear( average );
+       count = 0;
+       for( i = 0; i < node->numItems; i++ )
+       {
+               /* get winding */
+               tw = &traceWindings[ node->items[ i ] ];
+               
+               /* walk its verts */
+               for( j = 0; j < tw->numVerts; j++ )
+               {
+                       AddPointToBounds( tw->v[ j ].xyz, node->mins, node->maxs );
+                       average[ 0 ] += tw->v[ j ].xyz[ 0 ];
+                       average[ 1 ] += tw->v[ j ].xyz[ 1 ];
+                       average[ 2 ] += tw->v[ j ].xyz[ 2 ];
+                       count++;
+               }
+       }
+       
+       /* check triangle limit */
+       //%     if( node->numItems <= MAX_NODE_ITEMS )
+       if( (count - (node->numItems * 2)) < MAX_NODE_TRIANGLES )
+       {
+               //%     Sys_Printf( "Limit: (%d triangles)\n", (count - (node->numItems * 2)) );
+               numTraceLeafNodes++;
+               return;
+       }
+       
+       /* the largest dimension of the bounding box will be the split axis */
+       VectorSubtract( node->maxs, node->mins, size );
+       if( size[ 0 ] >= size[ 1 ] && size[ 0 ] >= size[ 2 ] )
+               type = PLANE_X;
+       else if( size[ 1 ] >= size[ 0 ] && size[ 1 ] >= size[ 2 ] )
+               type = PLANE_Y;
+       else
+               type = PLANE_Z;
+       
+       /* don't split small nodes */
+       if( size[ type ] <= MIN_NODE_SIZE )
+       {
+               //%     Sys_Printf( "Limit: %f %f %f (%d items)\n", size[ 0 ], size[ 1 ], size[ 2 ], node->numItems );
+               numTraceLeafNodes++;
+               return;
+       }
+       
+       /* set max trace depth */
+       if( depth > maxTraceDepth )
+               maxTraceDepth = depth;
+       
+       /* snap the average */
+       dist = floor( average[ type ] / count );
+       
+       /* dummy check it */
+       if( dist <= node->mins[ type ] || dist >= node->maxs[ type ] )
+               dist = floor( 0.5f * (node->mins[ type ] + node->maxs[ type ]) );
+       
+       /* allocate child nodes */
+       frontNum = AllocTraceNode();
+       backNum = AllocTraceNode();
+       
+       /* reset pointers */
+       node = &traceNodes[ nodeNum ];
+       frontNode = &traceNodes[ frontNum ];
+       backNode = &traceNodes[ backNum ];
+       
+       /* attach children */
+       node->type = type;
+       node->plane[ type ] = 1.0f;
+       node->plane[ 3 ] = dist;
+       node->children[ 0 ] = frontNum;
+       node->children[ 1 ] = backNum;
+       
+       /* setup front node */
+       frontNode->maxItems = (node->maxItems >> 1);
+       frontNode->items = safe_malloc( frontNode->maxItems * sizeof( *frontNode->items ) );
+       
+       /* setup back node */
+       backNode->maxItems = (node->maxItems >> 1);
+       backNode->items = safe_malloc( backNode->maxItems * sizeof( *backNode->items ) );
+       
+       /* filter windings into child nodes */
+       for( i = 0; i < node->numItems; i++ )
+       {
+               /* get winding */
+               tw = &traceWindings[ node->items[ i ] ];
+               
+               /* clip the winding by the new split plane */
+               ClipTraceWinding( tw, node->plane, &front, &back );
+               
+               /* kill the existing winding */
+               if( front.numVerts >= 3 || back.numVerts >= 3 )
+                       deadWinding = node->items[ i ];
+               
+               /* add front winding */
+               if( front.numVerts >= 3 )
+               {
+                       num = AddTraceWinding( &front );
+                       AddItemToTraceNode( frontNode, num );
+               }
+               
+               /* add back winding */
+               if( back.numVerts >= 3 )
+               {
+                       num = AddTraceWinding( &back );
+                       AddItemToTraceNode( backNode, num );
+               }
+       }
+       
+       /* free original node winding list */
+       node->numItems = 0;
+       node->maxItems = 0;
+       free( node->items );
+       node->items = NULL;
+       
+       /* check children */
+       if( frontNode->numItems <= 0 )
+       {
+               frontNode->maxItems = 0;
+               free( frontNode->items );
+               frontNode->items = NULL;
+       }
+       
+       if( backNode->numItems <= 0 )
+       {
+               backNode->maxItems = 0;
+               free( backNode->items );
+               backNode->items = NULL;
+       }
+       
+       /* subdivide children */
+       SubdivideTraceNode_r( frontNum, depth );
+       SubdivideTraceNode_r( backNum, depth );
+}
+
+
+
+/*
+TriangulateTraceNode_r()
+optimizes the tracing data by changing trace windings into triangles
+*/
+
+static int TriangulateTraceNode_r( int nodeNum )
+{
+       int                             i, j, num, frontNum, backNum, numWindings, *windings;
+       traceNode_t             *node;
+       traceWinding_t  *tw;
+       traceTriangle_t tt;
+       
+       
+       /* dummy check */
+       if( nodeNum < 0 || nodeNum >= numTraceNodes )
+               return 0;
+       
+       /* get node */
+       node = &traceNodes[ nodeNum ];
+       
+       /* is this a decision node? */
+       if( node->type >= 0 )
+       {
+               /* triangulate children */
+               frontNum = node->children[ 0 ];
+               backNum = node->children[ 1 ];
+               node->numItems = TriangulateTraceNode_r( frontNum );
+               node->numItems += TriangulateTraceNode_r( backNum );
+               return node->numItems;
+       }
+       
+       /* empty node? */
+       if( node->numItems == 0 )
+       {
+               node->maxItems = 0;
+               if( node->items != NULL )
+                       free( node->items );
+               return node->numItems;
+       }
+       
+       /* store off winding data */
+       numWindings = node->numItems;
+       windings = node->items;
+       
+       /* clear it */
+       node->numItems = 0;
+       node->maxItems = numWindings * 2;
+       node->items = safe_malloc( node->maxItems * sizeof( tt ) );
+       
+       /* walk winding list */
+       for( i = 0; i < numWindings; i++ )
+       {
+               /* get winding */
+               tw = &traceWindings[ windings[ i ] ];
+               
+               /* initial setup */
+               tt.infoNum = tw->infoNum;
+               tt.v[ 0 ] = tw->v[ 0 ];
+               
+               /* walk vertex list */
+               for( j = 1; j + 1 < tw->numVerts; j++ )
+               {
+                       /* set verts */
+                       tt.v[ 1 ] = tw->v[ j ];
+                       tt.v[ 2 ] = tw->v[ j + 1 ];
+                       
+                       /* find vectors for two edges sharing the first vert */
+                       VectorSubtract( tt.v[ 1 ].xyz, tt.v[ 0 ].xyz, tt.edge1 );
+                       VectorSubtract( tt.v[ 2 ].xyz, tt.v[ 0 ].xyz, tt.edge2 );
+                       
+                       /* add it to the node */
+                       num = AddTraceTriangle( &tt );
+                       AddItemToTraceNode( node, num );
+               }
+       }
+       
+       /* free windings */
+       if( windings != NULL )
+               free( windings );
+       
+       /* return item count */
+       return node->numItems;
+}
+
+
+
+/* -------------------------------------------------------------------------------
+
+shadow casting item setup (triangles, patches, entities)
+
+------------------------------------------------------------------------------- */
+
+/*
+PopulateWithBSPModel() - ydnar
+filters a bsp model's surfaces into the raytracing tree
+*/
+
+static void PopulateWithBSPModel( bspModel_t *model, m4x4_t transform )
+{
+       int                                     i, j, x, y, pw[ 5 ], r, nodeNum;
+       bspDrawSurface_t        *ds;
+       surfaceInfo_t           *info;
+       bspDrawVert_t           *verts;
+       int                                     *indexes;
+       mesh_t                          srcMesh, *mesh, *subdivided;
+       traceInfo_t                     ti;
+       traceWinding_t          tw;
+       
+       
+       /* dummy check */
+       if( model == NULL || transform == NULL )
+               return;
+       
+       /* walk the list of surfaces in this model and fill out the info structs */
+       for( i = 0; i < model->numBSPSurfaces; i++ )
+       {
+               /* get surface and info */
+               ds = &bspDrawSurfaces[ model->firstBSPSurface + i ];
+               info = &surfaceInfos[ model->firstBSPSurface + i ];
+               if( info->si == NULL )
+                       continue;
+               
+               /* no shadows */
+               if( !info->castShadows )
+                       continue;
+               
+               /* patchshadows? */
+               if( ds->surfaceType == MST_PATCH && patchShadows == qfalse )
+                       continue;
+               
+               /* some surfaces in the bsp might have been tagged as nodraw, with a bogus shader */
+               if( (bspShaders[ ds->shaderNum ].contentFlags & noDrawContentFlags) || 
+                       (bspShaders[ ds->shaderNum ].surfaceFlags & noDrawSurfaceFlags) )
+                       continue;
+               
+               /* translucent surfaces that are neither alphashadow or lightfilter don't cast shadows */
+               if( (info->si->compileFlags & C_NODRAW) )
+                       continue;
+               if( (info->si->compileFlags & C_TRANSLUCENT) &&
+                       !(info->si->compileFlags & C_ALPHASHADOW) && 
+                       !(info->si->compileFlags & C_LIGHTFILTER) )
+                       continue;
+               
+               /* setup trace info */
+               ti.si = info->si;
+               ti.castShadows = info->castShadows;
+               ti.surfaceNum = model->firstBSPBrush + i;
+               ti.skipGrid = (ds->surfaceType == MST_PATCH);
+               
+               /* choose which node (normal or skybox) */
+               if( info->parentSurfaceNum >= 0 )
+               {
+                       nodeNum = skyboxNodeNum;
+                       
+                       /* sky surfaces in portal skies are ignored */
+                       if( info->si->compileFlags & C_SKY )
+                               continue;
+               }
+               else
+                       nodeNum = headNodeNum;
+               
+               /* setup trace winding */
+               memset( &tw, 0, sizeof( tw ) );
+               tw.infoNum = AddTraceInfo( &ti );
+               tw.numVerts = 3;
+               
+               /* switch on type */
+               switch( ds->surfaceType )
+               {
+                       /* handle patches */
+                       case MST_PATCH:
+                               /* subdivide the surface */
+                               srcMesh.width = ds->patchWidth;
+                               srcMesh.height = ds->patchHeight;
+                               srcMesh.verts = &bspDrawVerts[ ds->firstVert ];
+                               //%     subdivided = SubdivideMesh( srcMesh, 8, 512 );
+                               subdivided = SubdivideMesh2( srcMesh, info->patchIterations );
+                               
+                               /* fit it to the curve and remove colinear verts on rows/columns */
+                               PutMeshOnCurve( *subdivided );
+                               mesh = RemoveLinearMeshColumnsRows( subdivided );
+                               FreeMesh( subdivided );
+                               
+                               /* set verts */
+                               verts = mesh->verts;
+                               
+                               /* subdivide each quad to place the models */
+                               for( y = 0; y < (mesh->height - 1); y++ )
+                               {
+                                       for( x = 0; x < (mesh->width - 1); x++ )
+                                       {
+                                               /* set indexes */
+                                               pw[ 0 ] = x + (y * mesh->width);
+                                               pw[ 1 ] = x + ((y + 1) * mesh->width);
+                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
+                                               pw[ 3 ] = x + 1 + (y * mesh->width);
+                                               pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
+                                               
+                                               /* set radix */
+                                               r = (x + y) & 1;
+                                               
+                                               /* make first triangle */
+                                               VectorCopy( verts[ pw[ r + 0 ] ].xyz, tw.v[ 0 ].xyz );
+                                               Vector2Copy( verts[ pw[ r + 0 ] ].st, tw.v[ 0 ].st );
+                                               VectorCopy( verts[ pw[ r + 1 ] ].xyz, tw.v[ 1 ].xyz );
+                                               Vector2Copy( verts[ pw[ r + 1 ] ].st, tw.v[ 1 ].st );
+                                               VectorCopy( verts[ pw[ r + 2 ] ].xyz, tw.v[ 2 ].xyz );
+                                               Vector2Copy( verts[ pw[ r + 2 ] ].st, tw.v[ 2 ].st );
+                                               m4x4_transform_point( transform, tw.v[ 0 ].xyz );
+                                               m4x4_transform_point( transform, tw.v[ 1 ].xyz );
+                                               m4x4_transform_point( transform, tw.v[ 2 ].xyz );
+                                               FilterTraceWindingIntoNodes_r( &tw, nodeNum );
+                                               
+                                               /* make second triangle */
+                                               VectorCopy( verts[ pw[ r + 0 ] ].xyz, tw.v[ 0 ].xyz );
+                                               Vector2Copy( verts[ pw[ r + 0 ] ].st, tw.v[ 0 ].st );
+                                               VectorCopy( verts[ pw[ r + 2 ] ].xyz, tw.v[ 1 ].xyz );
+                                               Vector2Copy( verts[ pw[ r + 2 ] ].st, tw.v[ 1 ].st );
+                                               VectorCopy( verts[ pw[ r + 3 ] ].xyz, tw.v[ 2 ].xyz );
+                                               Vector2Copy( verts[ pw[ r + 3 ] ].st, tw.v[ 2 ].st );
+                                               m4x4_transform_point( transform, tw.v[ 0 ].xyz );
+                                               m4x4_transform_point( transform, tw.v[ 1 ].xyz );
+                                               m4x4_transform_point( transform, tw.v[ 2 ].xyz );
+                                               FilterTraceWindingIntoNodes_r( &tw, nodeNum );
+                                       }
+                               }
+                               
+                               /* free the subdivided mesh */
+                               FreeMesh( mesh );
+                               break;
+                       
+                       /* handle triangle surfaces */
+                       case MST_TRIANGLE_SOUP:
+                       case MST_PLANAR:
+                               /* set verts and indexes */
+                               verts = &bspDrawVerts[ ds->firstVert ];
+                               indexes = &bspDrawIndexes[ ds->firstIndex ];
+                               
+                               /* walk the triangle list */
+                               for( j = 0; j < ds->numIndexes; j += 3 )
+                               {
+                                       VectorCopy( verts[ indexes[ j ] ].xyz, tw.v[ 0 ].xyz );
+                                       Vector2Copy( verts[ indexes[ j ] ].st, tw.v[ 0 ].st );
+                                       VectorCopy( verts[ indexes[ j + 1 ] ].xyz, tw.v[ 1 ].xyz );
+                                       Vector2Copy( verts[ indexes[ j + 1 ] ].st, tw.v[ 1 ].st );
+                                       VectorCopy( verts[ indexes[ j + 2 ] ].xyz, tw.v[ 2 ].xyz );
+                                       Vector2Copy( verts[ indexes[ j + 2 ] ].st, tw.v[ 2 ].st );
+                                       m4x4_transform_point( transform, tw.v[ 0 ].xyz );
+                                       m4x4_transform_point( transform, tw.v[ 1 ].xyz );
+                                       m4x4_transform_point( transform, tw.v[ 2 ].xyz );
+                                       FilterTraceWindingIntoNodes_r( &tw, nodeNum );
+                               }
+                               break;
+                       
+                       /* other surface types do not cast shadows */
+                       default:
+                               break;
+               }
+       }
+}
+
+
+
+/*
+PopulateWithPicoModel() - ydnar
+filters a picomodel's surfaces into the raytracing tree
+*/
+
+static void PopulateWithPicoModel( int castShadows, picoModel_t *model, m4x4_t transform )
+{
+       int                                     i, j, k, numSurfaces, numIndexes;
+       picoSurface_t           *surface;
+       picoShader_t            *shader;
+       picoVec_t                       *xyz, *st;
+       picoIndex_t                     *indexes;
+       traceInfo_t                     ti;
+       traceWinding_t          tw;
+       
+       
+       /* dummy check */
+       if( model == NULL || transform == NULL )
+               return;
+       
+       /* get info */
+       numSurfaces = PicoGetModelNumSurfaces( model );
+       
+       /* walk the list of surfaces in this model and fill out the info structs */
+       for( i = 0; i < numSurfaces; i++ )
+       {
+               /* get surface */
+               surface = PicoGetModelSurface( model, i );
+               if( surface == NULL )
+                       continue;
+               
+               /* only handle triangle surfaces initially (fixme: support patches) */
+               if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
+                       continue;
+               
+               /* get shader (fixme: support shader remapping) */
+               shader = PicoGetSurfaceShader( surface );
+               if( shader == NULL )
+                       continue;
+               ti.si = ShaderInfoForShader( PicoGetShaderName( shader ) );
+               if( ti.si == NULL )
+                       continue;
+               
+               /* translucent surfaces that are neither alphashadow or lightfilter don't cast shadows */
+               if( (ti.si->compileFlags & C_NODRAW) )
+                       continue;
+               if( (ti.si->compileFlags & C_TRANSLUCENT) &&
+                       !(ti.si->compileFlags & C_ALPHASHADOW) && 
+                       !(ti.si->compileFlags & C_LIGHTFILTER) )
+                       continue;
+               
+               /* setup trace info */
+               ti.castShadows = castShadows;
+               ti.surfaceNum = -1;
+               ti.skipGrid = qtrue; // also ignore picomodels when skipping patches
+               
+               /* setup trace winding */
+               memset( &tw, 0, sizeof( tw ) );
+               tw.infoNum = AddTraceInfo( &ti );
+               tw.numVerts = 3;
+               
+               /* get info */
+               numIndexes = PicoGetSurfaceNumIndexes( surface );
+               indexes = PicoGetSurfaceIndexes( surface, 0 );
+               
+               /* walk the triangle list */
+               for( j = 0; j < numIndexes; j += 3, indexes += 3 )
+               {
+                       for( k = 0; k < 3; k++ )
+                       {
+                               xyz = PicoGetSurfaceXYZ( surface, indexes[ k ] );
+                               st = PicoGetSurfaceST( surface, 0, indexes[ k ] );
+                               VectorCopy( xyz, tw.v[ k ].xyz );
+                               Vector2Copy( st, tw.v[ k ].st );
+                               m4x4_transform_point( transform, tw.v[ k ].xyz );
+                       }
+                       FilterTraceWindingIntoNodes_r( &tw, headNodeNum );
+               }
+       }
+}
+
+
+
+/*
+PopulateTraceNodes() - ydnar
+fills the raytracing tree with world and entity occluders
+*/
+
+static void PopulateTraceNodes( void )
+{
+       int                             i, m, frame, castShadows;
+       float                   temp;
+       entity_t                *e;
+       const char              *value;
+       picoModel_t             *model;
+       vec3_t                  origin, scale, angles;
+       m4x4_t                  transform;
+
+       
+       /* add worldspawn triangles */
+       m4x4_identity( transform );
+       PopulateWithBSPModel( &bspModels[ 0 ], transform );
+       
+       /* walk each entity list */
+       for( i = 1; i < numEntities; i++ )
+       {
+               /* get entity */
+               e = &entities[ i ];
+               
+               /* get shadow flags */
+               castShadows = ENTITY_CAST_SHADOWS;
+               GetEntityShadowFlags( e, NULL, &castShadows, NULL );
+               
+               /* early out? */
+               if( !castShadows )
+                       continue;
+               
+               /* get entity origin */
+               GetVectorForKey( e, "origin", origin );
+               
+               /* get scale */
+               scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
+               temp = FloatForKey( e, "modelscale" );
+               if( temp != 0.0f )
+                       scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
+               value = ValueForKey( e, "modelscale_vec" );
+               if( value[ 0 ] != '\0' )
+                       sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
+               
+               /* get "angle" (yaw) or "angles" (pitch yaw roll) */
+               angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
+               angles[ 2 ] = FloatForKey( e, "angle" );
+               value = ValueForKey( e, "angles" );
+               if( value[ 0 ] != '\0' )
+                       sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
+               
+               /* set transform matrix (thanks spog) */
+               m4x4_identity( transform );
+               m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
+               
+               /* hack: Stable-1_2 and trunk have differing row/column major matrix order
+                  this transpose is necessary with Stable-1_2
+                  uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
+               //%     m4x4_transpose( transform );
+               
+               /* get model */
+               value = ValueForKey( e, "model" );
+               
+               /* switch on model type */
+               switch( value[ 0 ] )
+               {
+                       /* no model */
+                       case '\0':
+                               break;
+                       
+                       /* bsp model */
+                       case '*':
+                               m = atoi( &value[ 1 ] );
+                               if( m <= 0 || m >= numBSPModels )
+                                       continue;
+                               PopulateWithBSPModel( &bspModels[ m ], transform );
+                               break;
+                       
+                       /* external model */
+                       default:
+                               frame = IntForKey( e, "_frame" );
+                               model = LoadModel( value, frame );
+                               if( model == NULL )
+                                       continue;
+                               PopulateWithPicoModel( castShadows, model, transform );
+                               continue;
+               }
+               
+               /* get model2 */
+               value = ValueForKey( e, "model2" );
+               
+               /* switch on model type */
+               switch( value[ 0 ] )
+               {
+                       /* no model */
+                       case '\0':
+                               break;
+                       
+                       /* bsp model */
+                       case '*':
+                               m = atoi( &value[ 1 ] );
+                               if( m <= 0 || m >= numBSPModels )
+                                       continue;
+                               PopulateWithBSPModel( &bspModels[ m ], transform );
+                               break;
+                       
+                       /* external model */
+                       default:
+                               frame = IntForKey( e, "_frame2" );
+                               model = LoadModel( value, frame );
+                               if( model == NULL )
+                                       continue;
+                               PopulateWithPicoModel( castShadows, model, transform );
+                               continue;
+               }
+       }
+}
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+trace initialization
+
+------------------------------------------------------------------------------- */
+
+/*
+SetupTraceNodes() - ydnar
+creates a balanced bsp with axis-aligned splits for efficient raytracing
+*/
+
+void SetupTraceNodes( void )
+{
+       /* note it */
+       Sys_FPrintf( SYS_VRB, "--- SetupTraceNodes ---\n" );
+       
+       /* find nodraw bit */
+       noDrawContentFlags = noDrawSurfaceFlags = noDrawCompileFlags = 0;
+       ApplySurfaceParm( "nodraw", &noDrawContentFlags, &noDrawSurfaceFlags, &noDrawCompileFlags );
+       
+       /* create the baseline raytracing tree from the bsp tree */
+       headNodeNum = SetupTraceNodes_r( 0 );
+       
+       /* create outside node for skybox surfaces */
+       skyboxNodeNum = AllocTraceNode();
+       
+       /* populate the tree with triangles from the world and shadow casting entities */
+       PopulateTraceNodes();
+       
+       /* create the raytracing bsp */
+       if( loMem == qfalse )
+       {
+               SubdivideTraceNode_r( headNodeNum, 0 );
+               SubdivideTraceNode_r( skyboxNodeNum, 0 );
+       }
+       
+       /* create triangles from the trace windings */
+       TriangulateTraceNode_r( headNodeNum );
+       TriangulateTraceNode_r( skyboxNodeNum );
+       
+       /* emit some stats */
+       //%     Sys_FPrintf( SYS_VRB, "%9d original triangles\n", numOriginalTriangles );
+       Sys_FPrintf( SYS_VRB, "%9d trace windings (%.2fMB)\n", numTraceWindings, (float) (numTraceWindings * sizeof( *traceWindings )) / (1024.0f * 1024.0f) );
+       Sys_FPrintf( SYS_VRB, "%9d trace triangles (%.2fMB)\n", numTraceTriangles, (float) (numTraceTriangles * sizeof( *traceTriangles )) / (1024.0f * 1024.0f) );
+       Sys_FPrintf( SYS_VRB, "%9d trace nodes (%.2fMB)\n", numTraceNodes, (float) (numTraceNodes * sizeof( *traceNodes )) / (1024.0f * 1024.0f) );
+       Sys_FPrintf( SYS_VRB, "%9d leaf nodes (%.2fMB)\n", numTraceLeafNodes, (float) (numTraceLeafNodes * sizeof( *traceNodes )) / (1024.0f * 1024.0f) );
+       //%     Sys_FPrintf( SYS_VRB, "%9d average triangles per leaf node\n", numTraceTriangles / numTraceLeafNodes );
+       Sys_FPrintf( SYS_VRB, "%9d average windings per leaf node\n", numTraceWindings / (numTraceLeafNodes + 1) );
+       Sys_FPrintf( SYS_VRB, "%9d max trace depth\n", maxTraceDepth );
+       
+       /* free trace windings */
+       free( traceWindings );
+       numTraceWindings = 0;
+       maxTraceWindings = 0;
+       deadWinding = -1;
+       
+       /* debug code: write out trace triangles to an alias obj file */
+       #if 0
+       {
+               int                             i, j;
+               FILE                    *file;
+               char                    filename[ 1024 ];
+               traceWinding_t  *tw;
+               
+               
+               /* open the file */
+               strcpy( filename, source );
+               StripExtension( filename );
+               strcat( filename, ".lin" );
+               Sys_Printf( "Opening light trace file %s...\n", filename );
+               file = fopen( filename, "w" );
+               if( file == NULL )
+                       Error( "Error opening %s for writing", filename );
+               
+               /* walk node list */
+               for( i = 0; i < numTraceWindings; i++ )
+               {
+                       tw = &traceWindings[ i ];
+                       for( j = 0; j < tw->numVerts + 1; j++ )
+                               fprintf( file, "%f %f %f\n",
+                                       tw->v[ j % tw->numVerts ].xyz[ 0 ], tw->v[ j % tw->numVerts ].xyz[ 1 ], tw->v[ j % tw->numVerts ].xyz[ 2 ] );
+               }
+               
+               /* close it */
+               fclose( file );
+       }
+       #endif
+}
+
+
+
+/* -------------------------------------------------------------------------------
+
+raytracer
+
+------------------------------------------------------------------------------- */
+
+/*
+TraceTriangle()
+based on code written by william 'spog' joseph
+based on code originally written by tomas moller and ben trumbore, journal of graphics tools, 2(1):21-28, 1997
+*/
+
+#define BARY_EPSILON                   0.01f
+#define ASLF_EPSILON                   0.0001f /* so to not get double shadows */
+#define COPLANAR_EPSILON               0.25f   //%     0.000001f
+#define NEAR_SHADOW_EPSILON            1.5f    //%     1.25f
+#define SELF_SHADOW_EPSILON            0.5f
+
+qboolean TraceTriangle( traceInfo_t *ti, traceTriangle_t *tt, trace_t *trace )
+{
+       int                             i;
+       float                   tvec[ 3 ], pvec[ 3 ], qvec[ 3 ];
+       float                   det, invDet, depth;
+       float                   u, v, w, s, t;
+       int                             is, it;
+       byte                    *pixel;
+       float                   shadow;
+       shaderInfo_t    *si;
+       
+       
+       /* don't double-trace against sky */
+       si = ti->si;
+       if( trace->compileFlags & si->compileFlags & C_SKY )
+               return qfalse;
+       
+       /* receive shadows from worldspawn group only */
+       if( trace->recvShadows == 1 )
+       {
+               if( ti->castShadows != 1 )
+                       return qfalse;
+       }
+
+       /* receive shadows from same group and worldspawn group */
+       else if( trace->recvShadows > 1 )
+       {
+               if( ti->castShadows != 1 && abs( ti->castShadows ) != abs( trace->recvShadows ) )
+                       return qfalse;
+               //%     Sys_Printf( "%d:%d ", tt->castShadows, trace->recvShadows );
+       }
+       
+       /* receive shadows from the same group only (< 0) */
+       else
+       {
+               if( abs( ti->castShadows ) != abs( trace->recvShadows ) )
+                       return qfalse;
+       }
+       
+       /* skip patches when doing the grid (FIXME this is an ugly hack) */
+       if( inGrid )
+       {
+               if (ti->skipGrid)
+                       return qfalse;
+       }
+       
+       /* begin calculating determinant - also used to calculate u parameter */
+       CrossProduct( trace->direction, tt->edge2, pvec );
+       
+       /* if determinant is near zero, trace lies in plane of triangle */
+       det = DotProduct( tt->edge1, pvec );
+       
+       /* the non-culling branch */
+       if( fabs( det ) < COPLANAR_EPSILON )
+               return qfalse;
+       invDet = 1.0f / det;
+       
+       /* calculate distance from first vertex to ray origin */
+       VectorSubtract( trace->origin, tt->v[ 0 ].xyz, tvec );
+       
+       /* calculate u parameter and test bounds */
+       u = DotProduct( tvec, pvec ) * invDet;
+       if( u < -BARY_EPSILON || u > (1.0f + BARY_EPSILON) )
+               return qfalse;
+       
+       /* prepare to test v parameter */
+       CrossProduct( tvec, tt->edge1, qvec );
+       
+       /* calculate v parameter and test bounds */
+       v = DotProduct( trace->direction, qvec ) * invDet;
+       if( v < -BARY_EPSILON || (u + v) > (1.0f + BARY_EPSILON) )
+               return qfalse;
+       
+       /* calculate t (depth) */
+       depth = DotProduct( tt->edge2, qvec ) * invDet;
+       if( depth <= trace->inhibitRadius || depth >= trace->distance )
+               return qfalse;
+       
+       /* if hitpoint is really close to trace origin (sample point), then check for self-shadowing */
+       if( depth <= SELF_SHADOW_EPSILON )
+       {
+               /* don't self-shadow */
+               for( i = 0; i < trace->numSurfaces; i++ )
+               {
+                       if( ti->surfaceNum == trace->surfaces[ i ] )
+                               return qfalse;
+               }
+       }
+       
+       /* stack compile flags */
+       trace->compileFlags |= si->compileFlags;
+       
+       /* don't trace against sky */
+       if( si->compileFlags & C_SKY )
+               return qfalse;
+       
+       /* most surfaces are completely opaque */
+       if( !(si->compileFlags & (C_ALPHASHADOW | C_LIGHTFILTER)) ||
+               si->lightImage == NULL || si->lightImage->pixels == NULL )
+       {
+               VectorMA( trace->origin, depth, trace->direction, trace->hit );
+               VectorClear( trace->color );
+               trace->opaque = qtrue;
+               return qtrue;
+       }
+
+       /* force subsampling because the lighting is texture dependent */
+       trace->forceSubsampling = 1.0;
+       
+       /* try to avoid double shadows near triangle seams */
+       if( u < -ASLF_EPSILON || u > (1.0f + ASLF_EPSILON) ||
+               v < -ASLF_EPSILON || (u + v) > (1.0f + ASLF_EPSILON) )
+               return qfalse;
+       
+       /* calculate w parameter */
+       w = 1.0f - (u + v);
+       
+       /* calculate st from uvw (barycentric) coordinates */
+       s = w * tt->v[ 0 ].st[ 0 ] + u * tt->v[ 1 ].st[ 0 ] + v * tt->v[ 2 ].st[ 0 ];
+       t = w * tt->v[ 0 ].st[ 1 ] + u * tt->v[ 1 ].st[ 1 ] + v * tt->v[ 2 ].st[ 1 ];
+       s = s - floor( s );
+       t = t - floor( t );
+       is = s * si->lightImage->width;
+       it = t * si->lightImage->height;
+       
+       /* get pixel */
+       pixel = si->lightImage->pixels + 4 * (it * si->lightImage->width + is);
+       
+       /* ydnar: color filter */
+       if( si->compileFlags & C_LIGHTFILTER )
+       {
+               /* filter by texture color */
+               trace->color[ 0 ] *= ((1.0f / 255.0f) * pixel[ 0 ]);
+               trace->color[ 1 ] *= ((1.0f / 255.0f) * pixel[ 1 ]);
+               trace->color[ 2 ] *= ((1.0f / 255.0f) * pixel[ 2 ]);
+       }
+       
+       /* ydnar: alpha filter */
+       if( si->compileFlags & C_ALPHASHADOW )
+       {
+               /* filter by inverse texture alpha */
+               shadow = (1.0f / 255.0f) * (255 - pixel[ 3 ]);
+               trace->color[ 0 ] *= shadow;
+               trace->color[ 1 ] *= shadow;
+               trace->color[ 2 ] *= shadow;
+       }
+       
+       /* check filter for opaque */
+       if( trace->color[ 0 ] <= 0.001f && trace->color[ 1 ] <= 0.001f && trace->color[ 2 ] <= 0.001f )
+       {
+               VectorClear( trace->color );
+               VectorMA( trace->origin, depth, trace->direction, trace->hit );
+               trace->opaque = qtrue;
+               return qtrue;
+       }
+       
+       /* continue tracing */
+       return qfalse;
+}
+
+
+
+/*
+TraceWinding() - ydnar
+temporary hack
+*/
+
+qboolean TraceWinding( traceWinding_t *tw, trace_t *trace )
+{
+       int                             i;
+       traceTriangle_t tt;
+       
+       
+       /* initial setup */
+       tt.infoNum = tw->infoNum;
+       tt.v[ 0 ] = tw->v[ 0 ];
+       
+       /* walk vertex list */
+       for( i = 1; i + 1 < tw->numVerts; i++ )
+       {
+               /* set verts */
+               tt.v[ 1 ] = tw->v[ i ];
+               tt.v[ 2 ] = tw->v[ i + 1 ];
+               
+               /* find vectors for two edges sharing the first vert */
+               VectorSubtract( tt.v[ 1 ].xyz, tt.v[ 0 ].xyz, tt.edge1 );
+               VectorSubtract( tt.v[ 2 ].xyz, tt.v[ 0 ].xyz, tt.edge2 );
+               
+               /* trace it */
+               if( TraceTriangle( &traceInfos[ tt.infoNum ], &tt, trace ) )
+                       return qtrue;
+       }
+       
+       /* done */
+       return qfalse;
+}
+
+
+
+
+/*
+TraceLine_r()
+returns qtrue if something is hit and tracing can stop
+*/
+
+static qboolean TraceLine_r( int nodeNum, vec3_t origin, vec3_t end, trace_t *trace )
+{
+       traceNode_t             *node;
+       int                             side;
+       float                   front, back, frac;
+       vec3_t                  mid;
+       qboolean                r;
+
+       
+       /* bogus node number means solid, end tracing unless testing all */
+       if( nodeNum < 0 )
+       {
+               VectorCopy( origin, trace->hit );
+               trace->passSolid = qtrue;
+               return qtrue;
+       }
+       
+       /* get node */
+       node = &traceNodes[ nodeNum ];
+       
+       /* solid? */
+       if( node->type == TRACE_LEAF_SOLID )
+       {
+               VectorCopy( origin, trace->hit );
+               trace->passSolid = qtrue;
+               return qtrue;
+       }
+       
+       /* leafnode? */
+       if( node->type < 0 )
+       {
+               /* note leaf and return */      
+               if( node->numItems > 0 && trace->numTestNodes < MAX_TRACE_TEST_NODES )
+                       trace->testNodes[ trace->numTestNodes++ ] = nodeNum;
+               return qfalse;
+       }
+       
+       /* ydnar 2003-09-07: don't test branches of the bsp with nothing in them when testall is enabled */
+       if( trace->testAll && node->numItems == 0 )
+               return qfalse;
+       
+       /* classify beginning and end points */
+       switch( node->type )
+       {
+               case PLANE_X:
+                       front = origin[ 0 ] - node->plane[ 3 ];
+                       back = end[ 0 ] - node->plane[ 3 ];
+                       break;
+               
+               case PLANE_Y:
+                       front = origin[ 1 ] - node->plane[ 3 ];
+                       back = end[ 1 ] - node->plane[ 3 ];
+                       break;
+               
+               case PLANE_Z:
+                       front = origin[ 2 ] - node->plane[ 3 ];
+                       back = end[ 2 ] - node->plane[ 3 ];
+                       break;
+               
+               default:
+                       front = DotProduct( origin, node->plane ) - node->plane[ 3 ];
+                       back = DotProduct( end, node->plane ) - node->plane[ 3 ];
+                       break;
+       }
+       
+       /* entirely in front side? */
+       if( front >= -TRACE_ON_EPSILON && back >= -TRACE_ON_EPSILON )
+               return TraceLine_r( node->children[ 0 ], origin, end, trace );
+       
+       /* entirely on back side? */
+       if( front < TRACE_ON_EPSILON && back < TRACE_ON_EPSILON )
+               return TraceLine_r( node->children[ 1 ], origin, end, trace );
+       
+       /* select side */
+       side = front < 0;
+       
+       /* calculate intercept point */
+       frac = front / (front - back);
+       mid[ 0 ] = origin[ 0 ] + (end[ 0 ] - origin[ 0 ]) * frac;
+       mid[ 1 ] = origin[ 1 ] + (end[ 1 ] - origin[ 1 ]) * frac;
+       mid[ 2 ] = origin[ 2 ] + (end[ 2 ] - origin[ 2 ]) * frac;
+       
+       /* fixme: check inhibit radius, then solid nodes and ignore */
+       
+       /* set trace hit here */
+       //%     VectorCopy( mid, trace->hit );
+       
+       /* trace first side */
+       r = TraceLine_r( node->children[ side ], origin, mid, trace );
+       if( r )
+               return r;
+       
+       /* trace other side */
+       return TraceLine_r( node->children[ !side ], mid, end, trace );
+}
+
+
+
+/*
+TraceLine() - ydnar
+rewrote this function a bit :)
+*/
+
+void TraceLine( trace_t *trace )
+{
+       int                             i, j;
+       traceNode_t             *node;
+       traceTriangle_t *tt;
+       traceInfo_t             *ti;
+       
+       
+       /* setup output (note: this code assumes the input data is completely filled out) */
+       trace->passSolid = qfalse;
+       trace->opaque = qfalse;
+       trace->compileFlags = 0;
+       trace->numTestNodes = 0;
+       
+       /* early outs */
+       if( !trace->recvShadows || !trace->testOcclusion || trace->distance <= 0.00001f )
+               return;
+       
+       /* trace through nodes */
+       TraceLine_r( headNodeNum, trace->origin, trace->end, trace );
+       if( trace->passSolid && !trace->testAll )
+       {
+               trace->opaque = qtrue;
+               return;
+       }
+       
+       /* skip surfaces? */
+       if( noSurfaces )
+               return;
+       
+       /* testall means trace through sky */   
+       if( trace->testAll && trace->numTestNodes < MAX_TRACE_TEST_NODES &&
+               trace->compileFlags & C_SKY &&
+               (trace->numSurfaces == 0 || surfaceInfos[ trace->surfaces[ 0 ] ].childSurfaceNum < 0) )
+       {
+               //%     trace->testNodes[ trace->numTestNodes++ ] = skyboxNodeNum;
+               TraceLine_r( skyboxNodeNum, trace->origin, trace->end, trace );
+       }
+       
+       /* walk node list */
+       for( i = 0; i < trace->numTestNodes; i++ )
+       {
+               /* get node */
+               node = &traceNodes[ trace->testNodes[ i ] ];
+               
+               /* walk node item list */
+               for( j = 0; j < node->numItems; j++ )
+               {
+                       tt = &traceTriangles[ node->items[ j ] ];
+                       ti = &traceInfos[ tt->infoNum ];
+                       if( TraceTriangle( ti, tt, trace ) )
+                               return;
+                       //%     if( TraceWinding( &traceWindings[ node->items[ j ] ], trace ) )
+                       //%             return;
+               }
+       }
+}
+
+
+
+/*
+SetupTrace() - ydnar
+sets up certain trace values
+*/
+
+float SetupTrace( trace_t *trace )
+{
+       VectorSubtract( trace->end, trace->origin, trace->displacement );
+       trace->distance = VectorNormalize( trace->displacement, trace->direction );
+       VectorCopy( trace->origin, trace->hit );
+       return trace->distance;
+}