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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25 #include "csprogs.h"
26 #include "image.h"
27
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", "2", "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_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
33 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
34
35 /*
36 ===============
37 R_BuildLightMap
38
39 Combine and scale multiple lightmaps into the 8.8 format in blocklights
40 ===============
41 */
42 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
43 {
44         int smax, tmax, i, size, size3, maps, l;
45         int *bl, scale;
46         unsigned char *lightmap, *out, *stain;
47         dp_model_t *model = ent->model;
48         int *intblocklights;
49         unsigned char *templight;
50
51         smax = (surface->lightmapinfo->extents[0]>>4)+1;
52         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
53         size = smax*tmax;
54         size3 = size*3;
55
56         r_refdef.stats[r_stat_lightmapupdatepixels] += size;
57         r_refdef.stats[r_stat_lightmapupdates]++;
58
59         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
60         {
61                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
62                 if (cl.buildlightmapmemory)
63                         Mem_Free(cl.buildlightmapmemory);
64                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
65         }
66
67         // these both point at the same buffer, templight is only used for final
68         // processing and can replace the intblocklights data as it goes
69         intblocklights = (int *)cl.buildlightmapmemory;
70         templight = (unsigned char *)cl.buildlightmapmemory;
71
72         // update cached lighting info
73         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
74
75         lightmap = surface->lightmapinfo->samples;
76
77 // set to full bright if no light data
78         bl = intblocklights;
79         if (!model->brushq1.lightdata)
80         {
81                 for (i = 0;i < size3;i++)
82                         bl[i] = 128*256;
83         }
84         else
85         {
86 // clear to no light
87                 memset(bl, 0, size3*sizeof(*bl));
88
89 // add all the lightmaps
90                 if (lightmap)
91                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
92                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
93                                         bl[i] += lightmap[i] * scale;
94         }
95
96         stain = surface->lightmapinfo->stainsamples;
97         bl = intblocklights;
98         out = templight;
99         // the >> 16 shift adjusts down 8 bits to account for the stainmap
100         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
101         // be doubled during rendering to achieve 2x overbright
102         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
103         if (stain)
104         {
105                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
106                 {
107                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
108                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
109                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
110                         out[3] = 255;
111                 }
112         }
113         else
114         {
115                 for (i = 0;i < size;i++, bl += 3, out += 4)
116                 {
117                         l = bl[0] >> 8;out[2] = min(l, 255);
118                         l = bl[1] >> 8;out[1] = min(l, 255);
119                         l = bl[2] >> 8;out[0] = min(l, 255);
120                         out[3] = 255;
121                 }
122         }
123
124         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
125                 Image_MakesRGBColorsFromLinear_Lightmap(templight, templight, size);
126         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
127
128         // update the surface's deluxemap if it has one
129         if (surface->deluxemaptexture != r_texture_blanknormalmap)
130         {
131                 vec3_t n;
132                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
133                 lightmap = surface->lightmapinfo->samples;
134                 // clear to no normalmap
135                 bl = intblocklights;
136                 memset(bl, 0, size3*sizeof(*bl));
137                 // add all the normalmaps
138                 if (lightmap && normalmap)
139                 {
140                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
141                         {
142                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
143                                 {
144                                         // add the normalmap with weighting proportional to the style's lightmap intensity
145                                         l = (int)(VectorLength(lightmap + i*3) * scale);
146                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
147                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
148                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
149                                 }
150                         }
151                 }
152                 bl = intblocklights;
153                 out = templight;
154                 // we simply renormalize the weighted normals to get a valid deluxemap
155                 for (i = 0;i < size;i++, bl += 3, out += 4)
156                 {
157                         VectorCopy(bl, n);
158                         VectorNormalize(n);
159                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
160                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
161                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
162                         out[3] = 255;
163                 }
164                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
165         }
166 }
167
168 static void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
169 {
170         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
171         msurface_t *surface, *endsurface;
172         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
173         unsigned char *bl;
174         vec3_t impact;
175
176         maxdist = radius * radius;
177         invradius = 1.0f / radius;
178
179 loc0:
180         if (!node->plane)
181                 return;
182         ndist = PlaneDiff(origin, node->plane);
183         if (ndist > radius)
184         {
185                 node = node->children[0];
186                 goto loc0;
187         }
188         if (ndist < -radius)
189         {
190                 node = node->children[1];
191                 goto loc0;
192         }
193
194         dist2 = ndist * ndist;
195         maxdist3 = maxdist - dist2;
196
197         if (node->plane->type < 3)
198         {
199                 VectorCopy(origin, impact);
200                 impact[node->plane->type] -= ndist;
201         }
202         else
203         {
204                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
205                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
206                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
207         }
208
209         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
210         {
211                 if (surface->lightmapinfo->stainsamples)
212                 {
213                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
214                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
215
216                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
217                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
218
219                         s = bound(0, impacts, smax * 16) - impacts;
220                         t = bound(0, impactt, tmax * 16) - impactt;
221                         i = (int)(s * s + t * t + dist2);
222                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
223                                 continue;
224
225                         // reduce calculations
226                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
227                                 sdtable[s] = i * i + dist2;
228
229                         bl = surface->lightmapinfo->stainsamples;
230                         smax3 = smax * 3;
231                         stained = false;
232
233                         i = impactt;
234                         for (t = 0;t < tmax;t++, i -= 16)
235                         {
236                                 td = i * i;
237                                 // make sure some part of it is visible on this line
238                                 if (td < maxdist3)
239                                 {
240                                         maxdist2 = maxdist - td;
241                                         for (s = 0;s < smax;s++)
242                                         {
243                                                 if (sdtable[s] < maxdist2)
244                                                 {
245                                                         ratio = lhrandom(0.0f, 1.0f);
246                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
247                                                         if (a >= (1.0f / 64.0f))
248                                                         {
249                                                                 if (a > 1)
250                                                                         a = 1;
251                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
252                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
253                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
254                                                                 stained = true;
255                                                         }
256                                                 }
257                                                 bl += 3;
258                                         }
259                                 }
260                                 else // skip line
261                                         bl += smax3;
262                         }
263                         // force lightmap upload
264                         if (stained)
265                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
266                 }
267         }
268
269         if (node->children[0]->plane)
270         {
271                 if (node->children[1]->plane)
272                 {
273                         R_StainNode(node->children[0], model, origin, radius, fcolor);
274                         node = node->children[1];
275                         goto loc0;
276                 }
277                 else
278                 {
279                         node = node->children[0];
280                         goto loc0;
281                 }
282         }
283         else if (node->children[1]->plane)
284         {
285                 node = node->children[1];
286                 goto loc0;
287         }
288 }
289
290 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 {
292         int n;
293         float fcolor[8];
294         entity_render_t *ent;
295         dp_model_t *model;
296         vec3_t org;
297         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
298                 return;
299         fcolor[0] = cr1;
300         fcolor[1] = cg1;
301         fcolor[2] = cb1;
302         fcolor[3] = ca1 * (1.0f / 64.0f);
303         fcolor[4] = cr2 - cr1;
304         fcolor[5] = cg2 - cg1;
305         fcolor[6] = cb2 - cb1;
306         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
307
308         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
309
310         // look for embedded bmodels
311         for (n = 0;n < cl.num_brushmodel_entities;n++)
312         {
313                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
314                 model = ent->model;
315                 if (model && model->name[0] == '*')
316                 {
317                         if (model->brush.data_nodes)
318                         {
319                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
320                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
321                         }
322                 }
323         }
324 }
325
326
327 /*
328 =============================================================
329
330         BRUSH MODELS
331
332 =============================================================
333 */
334
335 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
336 {
337         // due to the hacky nature of this function's parameters, this is never
338         // called with a batch, so numsurfaces is always 1, and the surfacelist
339         // contains only a leaf number for coloring purposes
340         const mportal_t *portal = (mportal_t *)ent;
341         qboolean isvis;
342         int i, numpoints;
343         float *v;
344         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
345         CHECKGLERROR
346         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
347         GL_DepthMask(false);
348         GL_DepthRange(0, 1);
349         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
350         GL_DepthTest(true);
351         GL_CullFace(GL_NONE);
352         R_EntityMatrix(&identitymatrix);
353
354         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
355
356 //      R_Mesh_ResetTextureState();
357
358         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
359
360         i = surfacelist[0] >> 1;
361         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
362                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
363                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
364                          isvis ? 0.125f : 0.03125f);
365         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
366                 VectorCopy(portal->points[i].position, v);
367         R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
368         R_SetupShader_Generic_NoTexture(false, false);
369         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
370 }
371
372 // LordHavoc: this is just a nice debugging tool, very slow
373 void R_DrawPortals(void)
374 {
375         int i, leafnum;
376         mportal_t *portal;
377         float center[3], f;
378         dp_model_t *model = r_refdef.scene.worldmodel;
379         if (model == NULL)
380                 return;
381         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
382         {
383                 if (r_refdef.viewcache.world_leafvisible[leafnum])
384                 {
385                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
386                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
387                         {
388                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
389                                 if (!R_CullBox(portal->mins, portal->maxs))
390                                 {
391                                         VectorClear(center);
392                                         for (i = 0;i < portal->numpoints;i++)
393                                                 VectorAdd(center, portal->points[i].position, center);
394                                         f = ixtable[portal->numpoints];
395                                         VectorScale(center, f, center);
396                                         R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
397                                 }
398                         }
399                 }
400         }
401 }
402
403 static void R_View_WorldVisibility_CullSurfaces(void)
404 {
405         int surfaceindex;
406         int surfaceindexstart;
407         int surfaceindexend;
408         unsigned char *surfacevisible;
409         msurface_t *surfaces;
410         dp_model_t *model = r_refdef.scene.worldmodel;
411         if (!model)
412                 return;
413         if (r_trippy.integer)
414                 return;
415         if (r_usesurfaceculling.integer < 1)
416                 return;
417         surfaceindexstart = model->firstmodelsurface;
418         surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
419         surfaces = model->data_surfaces;
420         surfacevisible = r_refdef.viewcache.world_surfacevisible;
421         for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
422                 if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
423                         surfacevisible[surfaceindex] = 0;
424 }
425
426 void R_View_WorldVisibility(qboolean forcenovis)
427 {
428         int i, j, *mark;
429         mleaf_t *leaf;
430         mleaf_t *viewleaf;
431         dp_model_t *model = r_refdef.scene.worldmodel;
432
433         if (!model)
434                 return;
435
436         if (r_refdef.view.usecustompvs)
437         {
438                 // clear the visible surface and leaf flags arrays
439                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
440                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
441                 r_refdef.viewcache.world_novis = false;
442
443                 // simply cull each marked leaf to the frustum (view pyramid)
444                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
445                 {
446                         // if leaf is in current pvs and on the screen, mark its surfaces
447                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
448                         {
449                                 r_refdef.stats[r_stat_world_leafs]++;
450                                 r_refdef.viewcache.world_leafvisible[j] = true;
451                                 if (leaf->numleafsurfaces)
452                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
453                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
454                         }
455                 }
456                 R_View_WorldVisibility_CullSurfaces();
457                 return;
458         }
459
460         // if possible find the leaf the view origin is in
461         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
462         // if possible fetch the visible cluster bits
463         if (!r_lockpvs.integer && model->brush.FatPVS)
464                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
465
466         if (!r_lockvisibility.integer)
467         {
468                 // clear the visible surface and leaf flags arrays
469                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
470                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
471
472                 r_refdef.viewcache.world_novis = false;
473
474                 // if floating around in the void (no pvs data available, and no
475                 // portals available), simply use all on-screen leafs.
476                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
477                 {
478                         // no visibility method: (used when floating around in the void)
479                         // simply cull each leaf to the frustum (view pyramid)
480                         // similar to quake's RecursiveWorldNode but without cache misses
481                         r_refdef.viewcache.world_novis = true;
482                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
483                         {
484                                 if (leaf->clusterindex < 0)
485                                         continue;
486                                 // if leaf is in current pvs and on the screen, mark its surfaces
487                                 if (!R_CullBox(leaf->mins, leaf->maxs))
488                                 {
489                                         r_refdef.stats[r_stat_world_leafs]++;
490                                         r_refdef.viewcache.world_leafvisible[j] = true;
491                                         if (leaf->numleafsurfaces)
492                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
493                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
494                                 }
495                         }
496                 }
497                 // just check if each leaf in the PVS is on screen
498                 // (unless portal culling is enabled)
499                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
500                 {
501                         // pvs method:
502                         // simply check if each leaf is in the Potentially Visible Set,
503                         // and cull to frustum (view pyramid)
504                         // similar to quake's RecursiveWorldNode but without cache misses
505                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
506                         {
507                                 if (leaf->clusterindex < 0)
508                                         continue;
509                                 // if leaf is in current pvs and on the screen, mark its surfaces
510                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
511                                 {
512                                         r_refdef.stats[r_stat_world_leafs]++;
513                                         r_refdef.viewcache.world_leafvisible[j] = true;
514                                         if (leaf->numleafsurfaces)
515                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
516                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
517                                 }
518                         }
519                 }
520                 // if desired use a recursive portal flow, culling each portal to
521                 // frustum and checking if the leaf the portal leads to is in the pvs
522                 else
523                 {
524                         int leafstackpos;
525                         mportal_t *p;
526                         mleaf_t *leafstack[8192];
527                         vec3_t cullmins, cullmaxs;
528                         float cullbias = r_nearclip.value * 2.0f; // the nearclip plane can easily end up culling portals in certain perfectly-aligned views, causing view blackouts
529                         // simple-frustum portal method:
530                         // follows portals leading outward from viewleaf, does not venture
531                         // offscreen or into leafs that are not visible, faster than
532                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
533                         // often culls some surfaces that pvs alone would miss
534                         // (such as a room in pvs that is hidden behind a wall, but the
535                         //  passage leading to the room is off-screen)
536                         leafstack[0] = viewleaf;
537                         leafstackpos = 1;
538                         while (leafstackpos)
539                         {
540                                 leaf = leafstack[--leafstackpos];
541                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
542                                         continue;
543                                 if (leaf->clusterindex < 0)
544                                         continue;
545                                 r_refdef.stats[r_stat_world_leafs]++;
546                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
547                                 // mark any surfaces bounding this leaf
548                                 if (leaf->numleafsurfaces)
549                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
550                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
551                                 // follow portals into other leafs
552                                 // the checks are:
553                                 // the leaf has not been visited yet
554                                 // and the leaf is visible in the pvs
555                                 // the portal polygon's bounding box is on the screen
556                                 for (p = leaf->portals;p;p = p->next)
557                                 {
558                                         r_refdef.stats[r_stat_world_portals]++;
559                                         if (r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs])
560                                                 continue;
561                                         if (!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex))
562                                                 continue;
563                                         cullmins[0] = p->mins[0] - cullbias;
564                                         cullmins[1] = p->mins[1] - cullbias;
565                                         cullmins[2] = p->mins[2] - cullbias;
566                                         cullmaxs[0] = p->maxs[0] + cullbias;
567                                         cullmaxs[1] = p->maxs[1] + cullbias;
568                                         cullmaxs[2] = p->maxs[2] + cullbias;
569                                         if (R_CullBox(cullmins, cullmaxs))
570                                                 continue;
571                                         if (leafstackpos >= (int)(sizeof(leafstack) / sizeof(leafstack[0])))
572                                                 break;
573                                         leafstack[leafstackpos++] = p->past;
574                                 }
575                         }
576                 }
577         }
578
579         R_View_WorldVisibility_CullSurfaces();
580 }
581
582 void R_Q1BSP_DrawSky(entity_render_t *ent)
583 {
584         if (ent->model == NULL)
585                 return;
586         if (ent == r_refdef.scene.worldentity)
587                 R_DrawWorldSurfaces(true, true, false, false, false);
588         else
589                 R_DrawModelSurfaces(ent, true, true, false, false, false);
590 }
591
592 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
593 {
594         int i, j, n, flagsmask;
595         dp_model_t *model = ent->model;
596         msurface_t *surfaces;
597         if (model == NULL)
598                 return;
599
600         if (ent == r_refdef.scene.worldentity)
601                 RSurf_ActiveWorldEntity();
602         else
603                 RSurf_ActiveModelEntity(ent, true, false, false);
604
605         surfaces = model->data_surfaces;
606         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
607
608         // add visible surfaces to draw list
609         if (ent == r_refdef.scene.worldentity)
610         {
611                 for (i = 0;i < model->nummodelsurfaces;i++)
612                 {
613                         j = model->sortedmodelsurfaces[i];
614                         if (r_refdef.viewcache.world_surfacevisible[j])
615                                 if (surfaces[j].texture->basematerialflags & flagsmask)
616                                         R_Water_AddWaterPlane(surfaces + j, 0);
617                 }
618         }
619         else
620         {
621                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
622                         n = ent->entitynumber;
623                 else
624                         n = 0;
625                 for (i = 0;i < model->nummodelsurfaces;i++)
626                 {
627                         j = model->sortedmodelsurfaces[i];
628                         if (surfaces[j].texture->basematerialflags & flagsmask)
629                                 R_Water_AddWaterPlane(surfaces + j, n);
630                 }
631         }
632         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
633 }
634
635 void R_Q1BSP_Draw(entity_render_t *ent)
636 {
637         dp_model_t *model = ent->model;
638         if (model == NULL)
639                 return;
640         if (ent == r_refdef.scene.worldentity)
641                 R_DrawWorldSurfaces(false, true, false, false, false);
642         else
643                 R_DrawModelSurfaces(ent, false, true, false, false, false);
644 }
645
646 void R_Q1BSP_DrawDepth(entity_render_t *ent)
647 {
648         dp_model_t *model = ent->model;
649         if (model == NULL || model->surfmesh.isanimated)
650                 return;
651         GL_ColorMask(0,0,0,0);
652         GL_Color(1,1,1,1);
653         GL_DepthTest(true);
654         GL_BlendFunc(GL_ONE, GL_ZERO);
655         GL_DepthMask(true);
656 //      R_Mesh_ResetTextureState();
657         if (ent == r_refdef.scene.worldentity)
658                 R_DrawWorldSurfaces(false, false, true, false, false);
659         else
660                 R_DrawModelSurfaces(ent, false, false, true, false, false);
661         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
662 }
663
664 void R_Q1BSP_DrawDebug(entity_render_t *ent)
665 {
666         if (ent->model == NULL)
667                 return;
668         if (ent == r_refdef.scene.worldentity)
669                 R_DrawWorldSurfaces(false, false, false, true, false);
670         else
671                 R_DrawModelSurfaces(ent, false, false, false, true, false);
672 }
673
674 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
675 {
676         dp_model_t *model = ent->model;
677         if (model == NULL)
678                 return;
679         if (ent == r_refdef.scene.worldentity)
680                 R_DrawWorldSurfaces(false, true, false, false, true);
681         else
682                 R_DrawModelSurfaces(ent, false, true, false, false, true);
683 }
684
685 typedef struct r_q1bsp_getlightinfo_s
686 {
687         dp_model_t *model;
688         vec3_t relativelightorigin;
689         float lightradius;
690         int *outleaflist;
691         unsigned char *outleafpvs;
692         int outnumleafs;
693         unsigned char *visitingleafpvs;
694         int *outsurfacelist;
695         unsigned char *outsurfacepvs;
696         unsigned char *tempsurfacepvs;
697         unsigned char *outshadowtrispvs;
698         unsigned char *outlighttrispvs;
699         int outnumsurfaces;
700         vec3_t outmins;
701         vec3_t outmaxs;
702         vec3_t lightmins;
703         vec3_t lightmaxs;
704         const unsigned char *pvs;
705         qboolean svbsp_active;
706         qboolean svbsp_insertoccluder;
707         qboolean noocclusion; // avoids PVS culling
708         qboolean frontsidecasting; // casts shadows from surfaces facing the light (otherwise ones facing away)
709         int numfrustumplanes;
710         const mplane_t *frustumplanes;
711 }
712 r_q1bsp_getlightinfo_t;
713
714 #define GETLIGHTINFO_MAXNODESTACK 4096
715
716 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
717 {
718         // nodestack
719         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
720         int nodestackpos = 0;
721         // node processing
722         mplane_t *plane;
723         mnode_t *node;
724         int sides;
725         // leaf processing
726         mleaf_t *leaf;
727         const msurface_t *surface;
728         const msurface_t *surfaces = info->model->data_surfaces;
729         int numleafsurfaces;
730         int leafsurfaceindex;
731         int surfaceindex;
732         int triangleindex, t;
733         int currentmaterialflags;
734         qboolean castshadow;
735         const int *e;
736         const vec_t *v[3];
737         float v2[3][3];
738         qboolean insidebox;
739         qboolean noocclusion = info->noocclusion;
740         qboolean frontsidecasting = info->frontsidecasting;
741         qboolean svbspactive = info->svbsp_active;
742         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
743         const int *leafsurfaceindices;
744         qboolean addedtris;
745         int i;
746         mportal_t *portal;
747         static float points[128][3];
748         // push the root node onto our nodestack
749         nodestack[nodestackpos++] = info->model->brush.data_nodes;
750         // we'll be done when the nodestack is empty
751         while (nodestackpos)
752         {
753                 // get a node from the stack to process
754                 node = nodestack[--nodestackpos];
755                 // is it a node or a leaf?
756                 plane = node->plane;
757                 if (plane)
758                 {
759                         // node
760 #if 0
761                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
762                                 continue;
763 #endif
764 #if 0
765                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
766                                 continue;
767 #endif
768                         // axial planes can be processed much more quickly
769                         if (plane->type < 3)
770                         {
771                                 // axial plane
772                                 if (info->lightmins[plane->type] > plane->dist)
773                                         nodestack[nodestackpos++] = node->children[0];
774                                 else if (info->lightmaxs[plane->type] < plane->dist)
775                                         nodestack[nodestackpos++] = node->children[1];
776                                 else
777                                 {
778                                         // recurse front side first because the svbsp building prefers it
779                                         if (info->relativelightorigin[plane->type] >= plane->dist)
780                                         {
781                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
782                                                         nodestack[nodestackpos++] = node->children[0];
783                                                 nodestack[nodestackpos++] = node->children[1];
784                                         }
785                                         else
786                                         {
787                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
788                                                         nodestack[nodestackpos++] = node->children[1];
789                                                 nodestack[nodestackpos++] = node->children[0];
790                                         }
791                                 }
792                         }
793                         else
794                         {
795                                 // sloped plane
796                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
797                                 switch (sides)
798                                 {
799                                 default:
800                                         continue; // ERROR: NAN bounding box!
801                                 case 1:
802                                         nodestack[nodestackpos++] = node->children[0];
803                                         break;
804                                 case 2:
805                                         nodestack[nodestackpos++] = node->children[1];
806                                         break;
807                                 case 3:
808                                         // recurse front side first because the svbsp building prefers it
809                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
810                                         {
811                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
812                                                         nodestack[nodestackpos++] = node->children[0];
813                                                 nodestack[nodestackpos++] = node->children[1];
814                                         }
815                                         else
816                                         {
817                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
818                                                         nodestack[nodestackpos++] = node->children[1];
819                                                 nodestack[nodestackpos++] = node->children[0];
820                                         }
821                                         break;
822                                 }
823                         }
824                 }
825                 else
826                 {
827                         // leaf
828                         leaf = (mleaf_t *)node;
829 #if 1
830                         if (!info->noocclusion && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
831                                 continue;
832 #endif
833 #if 1
834                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
835                                 continue;
836 #endif
837 #if 1
838                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
839                                 continue;
840 #endif
841
842                         if (svbspactive)
843                         {
844                                 // we can occlusion test the leaf by checking if all of its portals
845                                 // are occluded (unless the light is in this leaf - but that was
846                                 // already handled by the caller)
847                                 for (portal = leaf->portals;portal;portal = portal->next)
848                                 {
849                                         for (i = 0;i < portal->numpoints;i++)
850                                                 VectorCopy(portal->points[i].position, points[i]);
851                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
852                                                 break;
853                                 }
854                                 if (leaf->portals && portal == NULL)
855                                         continue; // no portals of this leaf visible
856                         }
857
858                         // add this leaf to the reduced light bounds
859                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
860                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
861                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
862                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
863                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
864                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
865
866                         // mark this leaf as being visible to the light
867                         if (info->outleafpvs)
868                         {
869                                 int leafindex = leaf - info->model->brush.data_leafs;
870                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
871                                 {
872                                         SETPVSBIT(info->outleafpvs, leafindex);
873                                         info->outleaflist[info->outnumleafs++] = leafindex;
874                                 }
875                         }
876
877                         // when using BIH, we skip the surfaces here
878                         if (skipsurfaces)
879                                 continue;
880
881                         // iterate the surfaces linked by this leaf and check their triangles
882                         leafsurfaceindices = leaf->firstleafsurface;
883                         numleafsurfaces = leaf->numleafsurfaces;
884                         if (svbspinsertoccluder)
885                         {
886                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
887                                 {
888                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
889                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
890                                                 continue;
891                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
892                                         surface = surfaces + surfaceindex;
893                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
894                                                 continue;
895                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
896                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
897                                         if (!castshadow)
898                                                 continue;
899                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
900                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
901                                         {
902                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
903                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
904                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
905                                                 VectorCopy(v[0], v2[0]);
906                                                 VectorCopy(v[1], v2[1]);
907                                                 VectorCopy(v[2], v2[2]);
908                                                 if (insidebox || TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
909                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
910                                         }
911                                 }
912                         }
913                         else
914                         {
915                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
916                                 {
917                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
918                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
919                                                 continue;
920                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
921                                         surface = surfaces + surfaceindex;
922                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
923                                                 continue;
924                                         addedtris = false;
925                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
926                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
927                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
928                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
929                                         {
930                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
931                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
932                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
933                                                 VectorCopy(v[0], v2[0]);
934                                                 VectorCopy(v[1], v2[1]);
935                                                 VectorCopy(v[2], v2[2]);
936                                                 if (!insidebox && !TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
937                                                         continue;
938                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
939                                                         continue;
940                                                 // we don't omit triangles from lighting even if they are
941                                                 // backfacing, because when using shadowmapping they are often
942                                                 // not fully occluded on the horizon of an edge
943                                                 SETPVSBIT(info->outlighttrispvs, t);
944                                                 addedtris = true;
945                                                 if (castshadow)
946                                                 {
947                                                         if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
948                                                         {
949                                                                 // if the material is double sided we
950                                                                 // can't cull by direction
951                                                                 SETPVSBIT(info->outshadowtrispvs, t);
952                                                         }
953                                                         else if (frontsidecasting)
954                                                         {
955                                                                 // front side casting occludes backfaces,
956                                                                 // so they are completely useless as both
957                                                                 // casters and lit polygons
958                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
959                                                                         SETPVSBIT(info->outshadowtrispvs, t);
960                                                         }
961                                                         else
962                                                         {
963                                                                 // back side casting does not occlude
964                                                                 // anything so we can't cull lit polygons
965                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
966                                                                         SETPVSBIT(info->outshadowtrispvs, t);
967                                                         }
968                                                 }
969                                         }
970                                         if (addedtris)
971                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
972                                 }
973                         }
974                 }
975         }
976 }
977
978 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
979 {
980         bih_leaf_t *leaf;
981         bih_node_t *node;
982         int nodenum;
983         int axis;
984         int surfaceindex;
985         int t;
986         int nodeleafindex;
987         int currentmaterialflags;
988         qboolean castshadow;
989         qboolean noocclusion = info->noocclusion;
990         qboolean frontsidecasting = info->frontsidecasting;
991         msurface_t *surface;
992         const int *e;
993         const vec_t *v[3];
994         float v2[3][3];
995         int nodestack[GETLIGHTINFO_MAXNODESTACK];
996         int nodestackpos = 0;
997         // note: because the BSP leafs are not in the BIH tree, the _BSP function
998         // must be called to mark leafs visible for entity culling...
999         // we start at the root node
1000         nodestack[nodestackpos++] = bih->rootnode;
1001         // we'll be done when the stack is empty
1002         while (nodestackpos)
1003         {
1004                 // pop one off the stack to process
1005                 nodenum = nodestack[--nodestackpos];
1006                 // node
1007                 node = bih->nodes + nodenum;
1008                 if (node->type == BIH_UNORDERED)
1009                 {
1010                         for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
1011                         {
1012                                 leaf = bih->leafs + node->children[nodeleafindex];
1013                                 if (leaf->type != BIH_RENDERTRIANGLE)
1014                                         continue;
1015 #if 1
1016                                 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
1017                                         continue;
1018 #endif
1019 #if 1
1020                                 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
1021                                         continue;
1022 #endif
1023                                 surfaceindex = leaf->surfaceindex;
1024                                 surface = info->model->data_surfaces + surfaceindex;
1025                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
1026                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1027                                 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1028                                 e = info->model->brush.shadowmesh->element3i + t * 3;
1029                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1030                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1031                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1032                                 VectorCopy(v[0], v2[0]);
1033                                 VectorCopy(v[1], v2[1]);
1034                                 VectorCopy(v[2], v2[2]);
1035                                 if (info->svbsp_insertoccluder)
1036                                 {
1037                                         if (castshadow)
1038                                                 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1039                                         continue;
1040                                 }
1041                                 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1042                                         continue;
1043                                 // we don't occlude triangles from lighting even
1044                                 // if they are backfacing, because when using
1045                                 // shadowmapping they are often not fully occluded
1046                                 // on the horizon of an edge
1047                                 SETPVSBIT(info->outlighttrispvs, t);
1048                                 if (castshadow)
1049                                 {
1050                                         if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
1051                                         {
1052                                                 // if the material is double sided we
1053                                                 // can't cull by direction
1054                                                 SETPVSBIT(info->outshadowtrispvs, t);
1055                                         }
1056                                         else if (frontsidecasting)
1057                                         {
1058                                                 // front side casting occludes backfaces,
1059                                                 // so they are completely useless as both
1060                                                 // casters and lit polygons
1061                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1062                                                         SETPVSBIT(info->outshadowtrispvs, t);
1063                                         }
1064                                         else
1065                                         {
1066                                                 // back side casting does not occlude
1067                                                 // anything so we can't cull lit polygons
1068                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1069                                                         SETPVSBIT(info->outshadowtrispvs, t);
1070                                         }
1071                                 }
1072                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1073                                 {
1074                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
1075                                         info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1076                                 }
1077                         }
1078                 }
1079                 else
1080                 {
1081                         axis = node->type - BIH_SPLITX;
1082 #if 0
1083                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1084                                 continue;
1085 #endif
1086 #if 0
1087                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1088                                 continue;
1089 #endif
1090                         if (info->lightmins[axis] <= node->backmax)
1091                         {
1092                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
1093                                         nodestack[nodestackpos++] = node->front;
1094                                 nodestack[nodestackpos++] = node->back;
1095                                 continue;
1096                         }
1097                         else if (info->lightmaxs[axis] >= node->frontmin)
1098                         {
1099                                 nodestack[nodestackpos++] = node->front;
1100                                 continue;
1101                         }
1102                         else
1103                                 continue; // light falls between children, nothing here
1104                 }
1105         }
1106 }
1107
1108 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1109 {
1110         extern cvar_t r_shadow_usebihculling;
1111         if (use_svbsp)
1112         {
1113                 float origin[3];
1114                 VectorCopy(info->relativelightorigin, origin);
1115                 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1116                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1117                 info->svbsp_active = true;
1118                 info->svbsp_insertoccluder = true;
1119                 for (;;)
1120                 {
1121                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1122                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1123                         // if that failed, retry with more nodes
1124                         if (r_svbsp.ranoutofnodes)
1125                         {
1126                                 // an upper limit is imposed
1127                                 if (r_svbsp.maxnodes >= 2<<22)
1128                                         break;
1129                                 r_svbsp.maxnodes *= 2;
1130                                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1131                                 //Mem_Free(r_svbsp.nodes);
1132                                 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1133                         }
1134                         else
1135                                 break;
1136                 }
1137                 // now clear the visibility arrays because we need to redo it
1138                 info->outnumleafs = 0;
1139                 info->outnumsurfaces = 0;
1140                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1141                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1142                 if (info->model->brush.shadowmesh)
1143                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1144                 else
1145                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1146                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1147         }
1148         else
1149                 info->svbsp_active = false;
1150
1151         // we HAVE to mark the leaf the light is in as lit, because portals are
1152         // irrelevant to a leaf that the light source is inside of
1153         // (and they are all facing away, too)
1154         {
1155                 mnode_t *node = info->model->brush.data_nodes;
1156                 mleaf_t *leaf;
1157                 while (node->plane)
1158                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1159                 leaf = (mleaf_t *)node;
1160                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1161                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1162                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1163                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1164                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1165                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1166                 if (info->outleafpvs)
1167                 {
1168                         int leafindex = leaf - info->model->brush.data_leafs;
1169                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1170                         {
1171                                 SETPVSBIT(info->outleafpvs, leafindex);
1172                                 info->outleaflist[info->outnumleafs++] = leafindex;
1173                         }
1174                 }
1175         }
1176
1177         info->svbsp_insertoccluder = false;
1178         // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
1179         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1180         {
1181                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1182                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1183         }
1184         else
1185                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1186         // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1187         r_svbsp.nodes = NULL;
1188         if (developer_extra.integer && use_svbsp)
1189         {
1190                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1191                 Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
1192                 Con_DPrintf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
1193         }
1194 }
1195
1196 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1197
1198 static int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1199 {
1200         int a = *(int*)ap;
1201         int b = *(int*)bp;
1202         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1203         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1204         if (as->texture < bs->texture)
1205                 return -1;
1206         if (as->texture > bs->texture)
1207                 return 1;
1208         return a - b;
1209 }
1210
1211 extern cvar_t r_shadow_sortsurfaces;
1212
1213 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion)
1214 {
1215         r_q1bsp_getlightinfo_t info;
1216         info.frontsidecasting = r_shadow_frontsidecasting.integer != 0;
1217         info.noocclusion = noocclusion || !info.frontsidecasting;
1218         VectorCopy(relativelightorigin, info.relativelightorigin);
1219         info.lightradius = lightradius;
1220         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1221         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1222         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1223         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1224         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1225         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1226         if (ent->model == NULL)
1227         {
1228                 VectorCopy(info.lightmins, outmins);
1229                 VectorCopy(info.lightmaxs, outmaxs);
1230                 *outnumleafspointer = 0;
1231                 *outnumsurfacespointer = 0;
1232                 return;
1233         }
1234         info.model = ent->model;
1235         info.outleaflist = outleaflist;
1236         info.outleafpvs = outleafpvs;
1237         info.outnumleafs = 0;
1238         info.visitingleafpvs = visitingleafpvs;
1239         info.outsurfacelist = outsurfacelist;
1240         info.outsurfacepvs = outsurfacepvs;
1241         info.outshadowtrispvs = outshadowtrispvs;
1242         info.outlighttrispvs = outlighttrispvs;
1243         info.outnumsurfaces = 0;
1244         info.numfrustumplanes = numfrustumplanes;
1245         info.frustumplanes = frustumplanes;
1246         VectorCopy(info.relativelightorigin, info.outmins);
1247         VectorCopy(info.relativelightorigin, info.outmaxs);
1248         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1249         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1250         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1251         if (info.model->brush.shadowmesh)
1252                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1253         else
1254                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1255         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1256         if (info.model->brush.GetPVS && !info.noocclusion)
1257                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1258         else
1259                 info.pvs = NULL;
1260         RSurf_ActiveWorldEntity();
1261
1262         if (!info.noocclusion && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1263         {
1264                 // use portal recursion for exact light volume culling, and exact surface checking
1265                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1266         }
1267         else if (!info.noocclusion && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1268         {
1269                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1270                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1271         }
1272         else
1273         {
1274                 // recurse the bsp tree, checking leafs and surfaces for visibility
1275                 // optionally using svbsp for exact culling of compiled lights
1276                 // (or if the user enables dlight svbsp culling, which is mostly for
1277                 //  debugging not actual use)
1278                 R_Q1BSP_CallRecursiveGetLightInfo(&info, !info.noocclusion && (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1279         }
1280
1281         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1282
1283         // limit combined leaf box to light boundaries
1284         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1285         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1286         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1287         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1288         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1289         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1290
1291         *outnumleafspointer = info.outnumleafs;
1292         *outnumsurfacespointer = info.outnumsurfaces;
1293
1294         // now sort surfaces by texture for faster rendering
1295         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1296         if (r_shadow_sortsurfaces.integer)
1297                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1298 }
1299
1300 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1301 {
1302         dp_model_t *model = ent->model;
1303         msurface_t *surface;
1304         int surfacelistindex;
1305         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1306         // if triangle neighbors are disabled, shadowvolumes are disabled
1307         if (!model->brush.shadowmesh->neighbor3i)
1308                 return;
1309         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1310         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1311         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1312         {
1313                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1314                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1315                         continue;
1316                 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);
1317         }
1318         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1319         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1320 }
1321
1322 extern cvar_t r_polygonoffset_submodel_factor;
1323 extern cvar_t r_polygonoffset_submodel_offset;
1324 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1325 {
1326         dp_model_t *model = ent->model;
1327         const msurface_t *surface;
1328         int modelsurfacelistindex;
1329         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1330         // check the box in modelspace, it was already checked in worldspace
1331         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1332                 return;
1333         R_FrameData_SetMark();
1334         if (ent->model->brush.submodel)
1335                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1336         if (model->brush.shadowmesh)
1337         {
1338                 // if triangle neighbors are disabled, shadowvolumes are disabled
1339                 if (!model->brush.shadowmesh->neighbor3i)
1340                         return;
1341                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1342                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1343                 {
1344                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1345                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1346                                 continue;
1347                         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);
1348                 }
1349                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1350         }
1351         else
1352         {
1353                 // if triangle neighbors are disabled, shadowvolumes are disabled
1354                 if (!model->surfmesh.data_neighbor3i)
1355                         return;
1356                 projectdistance = lightradius + model->radius*2;
1357                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1358                 // identify lit faces within the bounding box
1359                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1360                 {
1361                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1362                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1363                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1364                                 continue;
1365                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1366                 }
1367                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1368         }
1369         if (ent->model->brush.submodel)
1370                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1371         R_FrameData_ReturnToMark();
1372 }
1373
1374 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1375 {
1376         dp_model_t *model = ent->model;
1377         msurface_t *surface;
1378         int surfacelistindex;
1379         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1380         int i;
1381         if (!model->brush.shadowmesh)
1382                 return;
1383         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1384         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1385         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1386         {
1387                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1388                 sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
1389         }
1390         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1391         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1392         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1393         for(i = 0;i<6;i++)
1394                 if(!sidetotals[i])
1395                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1396 }
1397
1398 #define RSURF_MAX_BATCHSURFACES 8192
1399
1400 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1401
1402 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
1403 {
1404         dp_model_t *model = ent->model;
1405         const msurface_t *surface;
1406         int modelsurfacelistindex, batchnumsurfaces;
1407         // check the box in modelspace, it was already checked in worldspace
1408         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1409                 return;
1410         R_FrameData_SetMark();
1411         // identify lit faces within the bounding box
1412         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1413         {
1414                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1415                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1416                         continue;
1417                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1418                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1419                         continue;
1420                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1421                         continue;
1422                 r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
1423                 r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
1424                 batchsurfacelist[0] = surface;
1425                 batchnumsurfaces = 1;
1426                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1427                 {
1428                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1429                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1430                                 continue;
1431                         if (surface->texture != batchsurfacelist[0]->texture)
1432                                 break;
1433                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1434                                 continue;
1435                         r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
1436                         r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
1437                         batchsurfacelist[batchnumsurfaces++] = surface;
1438                 }
1439                 --modelsurfacelistindex;
1440                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1441                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, batchnumsurfaces, batchsurfacelist);
1442                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1443                 RSurf_DrawBatch();
1444         }
1445         R_FrameData_ReturnToMark();
1446 }
1447
1448 #define BATCHSIZE 1024
1449
1450 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1451 {
1452         int i, j, endsurface;
1453         texture_t *t;
1454         const msurface_t *surface;
1455         R_FrameData_SetMark();
1456         // note: in practice this never actually receives batches
1457         R_Shadow_RenderMode_Begin();
1458         R_Shadow_RenderMode_ActiveLight(rtlight);
1459         R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
1460         R_Shadow_SetupEntityLight(ent);
1461         for (i = 0;i < numsurfaces;i = j)
1462         {
1463                 j = i + 1;
1464                 surface = rsurface.modelsurfaces + surfacelist[i];
1465                 t = surface->texture;
1466                 rsurface.texture = R_GetCurrentTexture(t);
1467                 endsurface = min(j + BATCHSIZE, numsurfaces);
1468                 for (j = i;j < endsurface;j++)
1469                 {
1470                         surface = rsurface.modelsurfaces + surfacelist[j];
1471                         if (t != surface->texture)
1472                                 break;
1473                         R_Shadow_RenderLighting(1, &surface);
1474                 }
1475         }
1476         R_Shadow_RenderMode_End();
1477         R_FrameData_ReturnToMark();
1478 }
1479
1480 extern qboolean r_shadow_usingdeferredprepass;
1481 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1482 {
1483         dp_model_t *model = ent->model;
1484         const msurface_t *surface;
1485         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1486         const msurface_t **texturesurfacelist;
1487         texture_t *tex;
1488         CHECKGLERROR
1489         R_FrameData_SetMark();
1490         // this is a double loop because non-visible surface skipping has to be
1491         // fast, and even if this is not the world model (and hence no visibility
1492         // checking) the input surface list and batch buffer are different formats
1493         // so some processing is necessary.  (luckily models have few surfaces)
1494         for (i = 0;i < numsurfaces;)
1495         {
1496                 batchnumsurfaces = 0;
1497                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1498                 if (ent == r_refdef.scene.worldentity)
1499                 {
1500                         for (;i < endsurface;i++)
1501                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1502                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1503                 }
1504                 else
1505                 {
1506                         for (;i < endsurface;i++)
1507                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1508                 }
1509                 if (!batchnumsurfaces)
1510                         continue;
1511                 for (k = 0;k < batchnumsurfaces;k = kend)
1512                 {
1513                         surface = batchsurfacelist[k];
1514                         tex = surface->texture;
1515                         rsurface.texture = R_GetCurrentTexture(tex);
1516                         // gather surfaces into a batch range
1517                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1518                                 ;
1519                         // now figure out what to do with this particular range of surfaces
1520                         // VorteX: added MATERIALFLAG_NORTLIGHT
1521                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
1522                                 continue;
1523                         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1524                                 continue;
1525                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1526                         {
1527                                 vec3_t tempcenter, center;
1528                                 for (l = k;l < kend;l++)
1529                                 {
1530                                         surface = batchsurfacelist[l];
1531                                         if (r_transparent_sortsurfacesbynearest.integer)
1532                                         {
1533                                                 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
1534                                                 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
1535                                                 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
1536                                         }
1537                                         else
1538                                         {
1539                                                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1540                                                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1541                                                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1542                                         }
1543                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1544                                         if (ent->transparent_offset) // transparent offset
1545                                         {
1546                                                 center[0] += r_refdef.view.forward[0]*ent->transparent_offset;
1547                                                 center[1] += r_refdef.view.forward[1]*ent->transparent_offset;
1548                                                 center[2] += r_refdef.view.forward[2]*ent->transparent_offset;
1549                                         }
1550                                         R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : ((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort), center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1551                                 }
1552                                 continue;
1553                         }
1554                         if (r_shadow_usingdeferredprepass)
1555                                 continue;
1556                         texturenumsurfaces = kend - k;
1557                         texturesurfacelist = batchsurfacelist + k;
1558                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1559                 }
1560         }
1561         R_FrameData_ReturnToMark();
1562 }
1563
1564 //Made by [515]
1565 static void R_ReplaceWorldTexture (void)
1566 {
1567         dp_model_t              *m;
1568         texture_t       *t;
1569         int                     i;
1570         const char      *r, *newt;
1571         skinframe_t *skinframe;
1572         if (!r_refdef.scene.worldmodel)
1573         {
1574                 Con_Printf("There is no worldmodel\n");
1575                 return;
1576         }
1577         m = r_refdef.scene.worldmodel;
1578
1579         if(Cmd_Argc() < 2)
1580         {
1581                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1582                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1583                 return;
1584         }
1585         if(!cl.islocalgame || !cl.worldmodel)
1586         {
1587                 Con_Print("This command works only in singleplayer\n");
1588                 return;
1589         }
1590         r = Cmd_Argv(1);
1591         newt = Cmd_Argv(2);
1592         if(!newt[0])
1593                 newt = r;
1594         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1595         {
1596                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1597                 {
1598                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1599                         {
1600 //                              t->skinframes[0] = skinframe;
1601                                 t->currentskinframe = skinframe;
1602                                 Con_Printf("%s replaced with %s\n", r, newt);
1603                         }
1604                         else
1605                         {
1606                                 Con_Printf("%s was not found\n", newt);
1607                                 return;
1608                         }
1609                 }
1610         }
1611 }
1612
1613 //Made by [515]
1614 static void R_ListWorldTextures (void)
1615 {
1616         dp_model_t              *m;
1617         texture_t       *t;
1618         int                     i;
1619         if (!r_refdef.scene.worldmodel)
1620         {
1621                 Con_Printf("There is no worldmodel\n");
1622                 return;
1623         }
1624         m = r_refdef.scene.worldmodel;
1625
1626         Con_Print("Worldmodel textures :\n");
1627         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1628                 if (t->name[0] && strcasecmp(t->name, "NO TEXTURE FOUND"))
1629                         Con_Printf("%s\n", t->name);
1630 }
1631
1632 #if 0
1633 static void gl_surf_start(void)
1634 {
1635 }
1636
1637 static void gl_surf_shutdown(void)
1638 {
1639 }
1640
1641 static void gl_surf_newmap(void)
1642 {
1643 }
1644 #endif
1645
1646 void GL_Surf_Init(void)
1647 {
1648
1649         Cvar_RegisterVariable(&r_ambient);
1650         Cvar_RegisterVariable(&r_lockpvs);
1651         Cvar_RegisterVariable(&r_lockvisibility);
1652         Cvar_RegisterVariable(&r_useportalculling);
1653         Cvar_RegisterVariable(&r_usesurfaceculling);
1654         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1655
1656         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1657         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1658
1659         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1660 }
1661