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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.lightmapupdatepixels += size;
57         r_refdef.stats.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(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.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.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.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                         // simple-frustum portal method:
528                         // follows portals leading outward from viewleaf, does not venture
529                         // offscreen or into leafs that are not visible, faster than
530                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
531                         // often culls some surfaces that pvs alone would miss
532                         // (such as a room in pvs that is hidden behind a wall, but the
533                         //  passage leading to the room is off-screen)
534                         leafstack[0] = viewleaf;
535                         leafstackpos = 1;
536                         while (leafstackpos)
537                         {
538                                 leaf = leafstack[--leafstackpos];
539                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
540                                         continue;
541                                 if (leaf->clusterindex < 0)
542                                         continue;
543                                 r_refdef.stats.world_leafs++;
544                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
545                                 // mark any surfaces bounding this leaf
546                                 if (leaf->numleafsurfaces)
547                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
548                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
549                                 // follow portals into other leafs
550                                 // the checks are:
551                                 // if viewer is behind portal (portal faces outward into the scene)
552                                 // and the portal polygon's bounding box is on the screen
553                                 // and the leaf has not been visited yet
554                                 // and the leaf is visible in the pvs
555                                 // (the first two checks won't cause as many cache misses as the leaf checks)
556                                 for (p = leaf->portals;p;p = p->next)
557                                 {
558                                         r_refdef.stats.world_portals++;
559                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
560                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
561                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
562                                          && !R_CullBox(p->mins, p->maxs)
563                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
564                                                 leafstack[leafstackpos++] = p->past;
565                                 }
566                         }
567                 }
568         }
569
570         R_View_WorldVisibility_CullSurfaces();
571 }
572
573 void R_Q1BSP_DrawSky(entity_render_t *ent)
574 {
575         if (ent->model == NULL)
576                 return;
577         if (ent == r_refdef.scene.worldentity)
578                 R_DrawWorldSurfaces(true, true, false, false, false);
579         else
580                 R_DrawModelSurfaces(ent, true, true, false, false, false);
581 }
582
583 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
584 {
585         int i, j, n, flagsmask;
586         dp_model_t *model = ent->model;
587         msurface_t *surfaces;
588         if (model == NULL)
589                 return;
590
591         if (ent == r_refdef.scene.worldentity)
592                 RSurf_ActiveWorldEntity();
593         else
594                 RSurf_ActiveModelEntity(ent, true, false, false);
595
596         surfaces = model->data_surfaces;
597         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
598
599         // add visible surfaces to draw list
600         if (ent == r_refdef.scene.worldentity)
601         {
602                 for (i = 0;i < model->nummodelsurfaces;i++)
603                 {
604                         j = model->sortedmodelsurfaces[i];
605                         if (r_refdef.viewcache.world_surfacevisible[j])
606                                 if (surfaces[j].texture->basematerialflags & flagsmask)
607                                         R_Water_AddWaterPlane(surfaces + j, 0);
608                 }
609         }
610         else
611         {
612                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
613                         n = ent->entitynumber;
614                 else
615                         n = 0;
616                 for (i = 0;i < model->nummodelsurfaces;i++)
617                 {
618                         j = model->sortedmodelsurfaces[i];
619                         if (surfaces[j].texture->basematerialflags & flagsmask)
620                                 R_Water_AddWaterPlane(surfaces + j, n);
621                 }
622         }
623         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
624 }
625
626 void R_Q1BSP_Draw(entity_render_t *ent)
627 {
628         dp_model_t *model = ent->model;
629         if (model == NULL)
630                 return;
631         if (ent == r_refdef.scene.worldentity)
632                 R_DrawWorldSurfaces(false, true, false, false, false);
633         else
634                 R_DrawModelSurfaces(ent, false, true, false, false, false);
635 }
636
637 void R_Q1BSP_DrawDepth(entity_render_t *ent)
638 {
639         dp_model_t *model = ent->model;
640         if (model == NULL)
641                 return;
642         GL_ColorMask(0,0,0,0);
643         GL_Color(1,1,1,1);
644         GL_DepthTest(true);
645         GL_BlendFunc(GL_ONE, GL_ZERO);
646         GL_DepthMask(true);
647 //      R_Mesh_ResetTextureState();
648         R_SetupShader_DepthOrShadow(false, false);
649         if (ent == r_refdef.scene.worldentity)
650                 R_DrawWorldSurfaces(false, false, true, false, false);
651         else
652                 R_DrawModelSurfaces(ent, false, false, true, false, false);
653         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
654 }
655
656 void R_Q1BSP_DrawDebug(entity_render_t *ent)
657 {
658         if (ent->model == NULL)
659                 return;
660         if (ent == r_refdef.scene.worldentity)
661                 R_DrawWorldSurfaces(false, false, false, true, false);
662         else
663                 R_DrawModelSurfaces(ent, false, false, false, true, false);
664 }
665
666 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
667 {
668         dp_model_t *model = ent->model;
669         if (model == NULL)
670                 return;
671         if (ent == r_refdef.scene.worldentity)
672                 R_DrawWorldSurfaces(false, true, false, false, true);
673         else
674                 R_DrawModelSurfaces(ent, false, true, false, false, true);
675 }
676
677 typedef struct r_q1bsp_getlightinfo_s
678 {
679         dp_model_t *model;
680         vec3_t relativelightorigin;
681         float lightradius;
682         int *outleaflist;
683         unsigned char *outleafpvs;
684         int outnumleafs;
685         unsigned char *visitingleafpvs;
686         int *outsurfacelist;
687         unsigned char *outsurfacepvs;
688         unsigned char *tempsurfacepvs;
689         unsigned char *outshadowtrispvs;
690         unsigned char *outlighttrispvs;
691         int outnumsurfaces;
692         vec3_t outmins;
693         vec3_t outmaxs;
694         vec3_t lightmins;
695         vec3_t lightmaxs;
696         const unsigned char *pvs;
697         qboolean svbsp_active;
698         qboolean svbsp_insertoccluder;
699         int numfrustumplanes;
700         const mplane_t *frustumplanes;
701 }
702 r_q1bsp_getlightinfo_t;
703
704 #define GETLIGHTINFO_MAXNODESTACK 4096
705
706 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
707 {
708         // nodestack
709         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
710         int nodestackpos = 0;
711         // node processing
712         mplane_t *plane;
713         mnode_t *node;
714         int sides;
715         // leaf processing
716         mleaf_t *leaf;
717         const msurface_t *surface;
718         const msurface_t *surfaces = info->model->data_surfaces;
719         int numleafsurfaces;
720         int leafsurfaceindex;
721         int surfaceindex;
722         int triangleindex, t;
723         int currentmaterialflags;
724         qboolean castshadow;
725         const int *e;
726         const vec_t *v[3];
727         float v2[3][3];
728         qboolean insidebox;
729         qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
730         qboolean svbspactive = info->svbsp_active;
731         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
732         const int *leafsurfaceindices;
733         qboolean addedtris;
734         int i;
735         mportal_t *portal;
736         static float points[128][3];
737         // push the root node onto our nodestack
738         nodestack[nodestackpos++] = info->model->brush.data_nodes;
739         // we'll be done when the nodestack is empty
740         while (nodestackpos)
741         {
742                 // get a node from the stack to process
743                 node = nodestack[--nodestackpos];
744                 // is it a node or a leaf?
745                 plane = node->plane;
746                 if (plane)
747                 {
748                         // node
749 #if 0
750                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
751                                 continue;
752 #endif
753 #if 0
754                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
755                                 continue;
756 #endif
757                         // axial planes can be processed much more quickly
758                         if (plane->type < 3)
759                         {
760                                 // axial plane
761                                 if (info->lightmins[plane->type] > plane->dist)
762                                         nodestack[nodestackpos++] = node->children[0];
763                                 else if (info->lightmaxs[plane->type] < plane->dist)
764                                         nodestack[nodestackpos++] = node->children[1];
765                                 else
766                                 {
767                                         // recurse front side first because the svbsp building prefers it
768                                         if (info->relativelightorigin[plane->type] >= plane->dist)
769                                         {
770                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
771                                                         nodestack[nodestackpos++] = node->children[0];
772                                                 nodestack[nodestackpos++] = node->children[1];
773                                         }
774                                         else
775                                         {
776                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
777                                                         nodestack[nodestackpos++] = node->children[1];
778                                                 nodestack[nodestackpos++] = node->children[0];
779                                         }
780                                 }
781                         }
782                         else
783                         {
784                                 // sloped plane
785                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
786                                 switch (sides)
787                                 {
788                                 default:
789                                         continue; // ERROR: NAN bounding box!
790                                 case 1:
791                                         nodestack[nodestackpos++] = node->children[0];
792                                         break;
793                                 case 2:
794                                         nodestack[nodestackpos++] = node->children[1];
795                                         break;
796                                 case 3:
797                                         // recurse front side first because the svbsp building prefers it
798                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
799                                         {
800                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
801                                                         nodestack[nodestackpos++] = node->children[0];
802                                                 nodestack[nodestackpos++] = node->children[1];
803                                         }
804                                         else
805                                         {
806                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
807                                                         nodestack[nodestackpos++] = node->children[1];
808                                                 nodestack[nodestackpos++] = node->children[0];
809                                         }
810                                         break;
811                                 }
812                         }
813                 }
814                 else
815                 {
816                         // leaf
817                         leaf = (mleaf_t *)node;
818 #if 1
819                         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
820                                 continue;
821 #endif
822 #if 1
823                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
824                                 continue;
825 #endif
826 #if 1
827                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
828                                 continue;
829 #endif
830
831                         if (svbspactive)
832                         {
833                                 // we can occlusion test the leaf by checking if all of its portals
834                                 // are occluded (unless the light is in this leaf - but that was
835                                 // already handled by the caller)
836                                 for (portal = leaf->portals;portal;portal = portal->next)
837                                 {
838                                         for (i = 0;i < portal->numpoints;i++)
839                                                 VectorCopy(portal->points[i].position, points[i]);
840                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
841                                                 break;
842                                 }
843                                 if (leaf->portals && portal == NULL)
844                                         continue; // no portals of this leaf visible
845                         }
846
847                         // add this leaf to the reduced light bounds
848                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
849                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
850                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
851                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
852                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
853                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
854
855                         // mark this leaf as being visible to the light
856                         if (info->outleafpvs)
857                         {
858                                 int leafindex = leaf - info->model->brush.data_leafs;
859                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
860                                 {
861                                         SETPVSBIT(info->outleafpvs, leafindex);
862                                         info->outleaflist[info->outnumleafs++] = leafindex;
863                                 }
864                         }
865
866                         // when using BIH, we skip the surfaces here
867                         if (skipsurfaces)
868                                 continue;
869
870                         // iterate the surfaces linked by this leaf and check their triangles
871                         leafsurfaceindices = leaf->firstleafsurface;
872                         numleafsurfaces = leaf->numleafsurfaces;
873                         if (svbspinsertoccluder)
874                         {
875                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
876                                 {
877                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
878                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
879                                                 continue;
880                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
881                                         surface = surfaces + surfaceindex;
882                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
883                                                 continue;
884                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
885                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
886                                         if (!castshadow)
887                                                 continue;
888                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
889                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
890                                         {
891                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
892                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
893                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
894                                                 VectorCopy(v[0], v2[0]);
895                                                 VectorCopy(v[1], v2[1]);
896                                                 VectorCopy(v[2], v2[2]);
897                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
898                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
899                                         }
900                                 }
901                         }
902                         else
903                         {
904                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
905                                 {
906                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
907                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
908                                                 continue;
909                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
910                                         surface = surfaces + surfaceindex;
911                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
912                                                 continue;
913                                         addedtris = false;
914                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
915                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
916                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
917                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
918                                         {
919                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
920                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
921                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
922                                                 VectorCopy(v[0], v2[0]);
923                                                 VectorCopy(v[1], v2[1]);
924                                                 VectorCopy(v[2], v2[2]);
925                                                 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
926                                                         continue;
927                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
928                                                         continue;
929                                                 // we don't omit triangles from lighting even if they are
930                                                 // backfacing, because when using shadowmapping they are often
931                                                 // not fully occluded on the horizon of an edge
932                                                 SETPVSBIT(info->outlighttrispvs, t);
933                                                 addedtris = true;
934                                                 if (castshadow)
935                                                 {
936                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
937                                                         {
938                                                                 // if the material is double sided we
939                                                                 // can't cull by direction
940                                                                 SETPVSBIT(info->outshadowtrispvs, t);
941                                                         }
942                                                         else if (frontsidecasting)
943                                                         {
944                                                                 // front side casting occludes backfaces,
945                                                                 // so they are completely useless as both
946                                                                 // casters and lit polygons
947                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
948                                                                         SETPVSBIT(info->outshadowtrispvs, t);
949                                                         }
950                                                         else
951                                                         {
952                                                                 // back side casting does not occlude
953                                                                 // anything so we can't cull lit polygons
954                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
955                                                                         SETPVSBIT(info->outshadowtrispvs, t);
956                                                         }
957                                                 }
958                                         }
959                                         if (addedtris)
960                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
961                                 }
962                         }
963                 }
964         }
965 }
966
967 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
968 {
969         bih_leaf_t *leaf;
970         bih_node_t *node;
971         int nodenum;
972         int axis;
973         int surfaceindex;
974         int t;
975         int nodeleafindex;
976         int currentmaterialflags;
977         qboolean castshadow;
978         msurface_t *surface;
979         const int *e;
980         const vec_t *v[3];
981         float v2[3][3];
982         int nodestack[GETLIGHTINFO_MAXNODESTACK];
983         int nodestackpos = 0;
984         // note: because the BSP leafs are not in the BIH tree, the _BSP function
985         // must be called to mark leafs visible for entity culling...
986         // we start at the root node
987         nodestack[nodestackpos++] = bih->rootnode;
988         // we'll be done when the stack is empty
989         while (nodestackpos)
990         {
991                 // pop one off the stack to process
992                 nodenum = nodestack[--nodestackpos];
993                 // node
994                 node = bih->nodes + nodenum;
995                 if (node->type == BIH_UNORDERED)
996                 {
997                         for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
998                         {
999                                 leaf = bih->leafs + node->children[nodeleafindex];
1000                                 if (leaf->type != BIH_RENDERTRIANGLE)
1001                                         continue;
1002 #if 1
1003                                 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
1004                                         continue;
1005 #endif
1006 #if 1
1007                                 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
1008                                         continue;
1009 #endif
1010                                 surfaceindex = leaf->surfaceindex;
1011                                 surface = info->model->data_surfaces + surfaceindex;
1012                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
1013                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1014                                 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1015                                 e = info->model->brush.shadowmesh->element3i + t * 3;
1016                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1017                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1018                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1019                                 VectorCopy(v[0], v2[0]);
1020                                 VectorCopy(v[1], v2[1]);
1021                                 VectorCopy(v[2], v2[2]);
1022                                 if (info->svbsp_insertoccluder)
1023                                 {
1024                                         if (castshadow)
1025                                                 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1026                                         continue;
1027                                 }
1028                                 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1029                                         continue;
1030                                 // we don't occlude triangles from lighting even
1031                                 // if they are backfacing, because when using
1032                                 // shadowmapping they are often not fully occluded
1033                                 // on the horizon of an edge
1034                                 SETPVSBIT(info->outlighttrispvs, t);
1035                                 if (castshadow)
1036                                 {
1037                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1038                                         {
1039                                                 // if the material is double sided we
1040                                                 // can't cull by direction
1041                                                 SETPVSBIT(info->outshadowtrispvs, t);
1042                                         }
1043                                         else if (r_shadow_frontsidecasting.integer)
1044                                         {
1045                                                 // front side casting occludes backfaces,
1046                                                 // so they are completely useless as both
1047                                                 // casters and lit polygons
1048                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1049                                                         SETPVSBIT(info->outshadowtrispvs, t);
1050                                         }
1051                                         else
1052                                         {
1053                                                 // back side casting does not occlude
1054                                                 // anything so we can't cull lit polygons
1055                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1056                                                         SETPVSBIT(info->outshadowtrispvs, t);
1057                                         }
1058                                 }
1059                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1060                                 {
1061                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
1062                                         info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1063                                 }
1064                         }
1065                 }
1066                 else
1067                 {
1068                         axis = node->type - BIH_SPLITX;
1069 #if 0
1070                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1071                                 continue;
1072 #endif
1073 #if 0
1074                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1075                                 continue;
1076 #endif
1077                         if (info->lightmins[axis] <= node->backmax)
1078                         {
1079                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1080                                         nodestack[nodestackpos++] = node->front;
1081                                 nodestack[nodestackpos++] = node->back;
1082                                 continue;
1083                         }
1084                         else if (info->lightmaxs[axis] >= node->frontmin)
1085                         {
1086                                 nodestack[nodestackpos++] = node->front;
1087                                 continue;
1088                         }
1089                         else
1090                                 continue; // light falls between children, nothing here
1091                 }
1092         }
1093 }
1094
1095 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1096 {
1097         extern cvar_t r_shadow_usebihculling;
1098         if (use_svbsp)
1099         {
1100                 float origin[3];
1101                 VectorCopy(info->relativelightorigin, origin);
1102                 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1103                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1104                 info->svbsp_active = true;
1105                 info->svbsp_insertoccluder = true;
1106                 for (;;)
1107                 {
1108                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1109                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1110                         // if that failed, retry with more nodes
1111                         if (r_svbsp.ranoutofnodes)
1112                         {
1113                                 // an upper limit is imposed
1114                                 if (r_svbsp.maxnodes >= 2<<22)
1115                                         break;
1116                                 r_svbsp.maxnodes *= 2;
1117                                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1118                                 //Mem_Free(r_svbsp.nodes);
1119                                 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1120                         }
1121                         else
1122                                 break;
1123                 }
1124                 // now clear the visibility arrays because we need to redo it
1125                 info->outnumleafs = 0;
1126                 info->outnumsurfaces = 0;
1127                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1128                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1129                 if (info->model->brush.shadowmesh)
1130                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1131                 else
1132                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1133                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1134         }
1135         else
1136                 info->svbsp_active = false;
1137
1138         // we HAVE to mark the leaf the light is in as lit, because portals are
1139         // irrelevant to a leaf that the light source is inside of
1140         // (and they are all facing away, too)
1141         {
1142                 mnode_t *node = info->model->brush.data_nodes;
1143                 mleaf_t *leaf;
1144                 while (node->plane)
1145                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1146                 leaf = (mleaf_t *)node;
1147                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1148                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1149                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1150                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1151                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1152                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1153                 if (info->outleafpvs)
1154                 {
1155                         int leafindex = leaf - info->model->brush.data_leafs;
1156                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1157                         {
1158                                 SETPVSBIT(info->outleafpvs, leafindex);
1159                                 info->outleaflist[info->outnumleafs++] = leafindex;
1160                         }
1161                 }
1162         }
1163
1164         info->svbsp_insertoccluder = false;
1165         // 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
1166         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1167         {
1168                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1169                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1170         }
1171         else
1172                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1173         // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1174         r_svbsp.nodes = NULL;
1175         if (developer_extra.integer && use_svbsp)
1176         {
1177                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1178                 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);
1179                 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);
1180         }
1181 }
1182
1183 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1184
1185 static int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1186 {
1187         int a = *(int*)ap;
1188         int b = *(int*)bp;
1189         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1190         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1191         if (as->texture < bs->texture)
1192                 return -1;
1193         if (as->texture > bs->texture)
1194                 return 1;
1195         return a - b;
1196 }
1197
1198 extern cvar_t r_shadow_sortsurfaces;
1199
1200 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)
1201 {
1202         r_q1bsp_getlightinfo_t info;
1203         VectorCopy(relativelightorigin, info.relativelightorigin);
1204         info.lightradius = lightradius;
1205         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1206         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1207         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1208         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1209         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1210         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1211         if (ent->model == NULL)
1212         {
1213                 VectorCopy(info.lightmins, outmins);
1214                 VectorCopy(info.lightmaxs, outmaxs);
1215                 *outnumleafspointer = 0;
1216                 *outnumsurfacespointer = 0;
1217                 return;
1218         }
1219         info.model = ent->model;
1220         info.outleaflist = outleaflist;
1221         info.outleafpvs = outleafpvs;
1222         info.outnumleafs = 0;
1223         info.visitingleafpvs = visitingleafpvs;
1224         info.outsurfacelist = outsurfacelist;
1225         info.outsurfacepvs = outsurfacepvs;
1226         info.outshadowtrispvs = outshadowtrispvs;
1227         info.outlighttrispvs = outlighttrispvs;
1228         info.outnumsurfaces = 0;
1229         info.numfrustumplanes = numfrustumplanes;
1230         info.frustumplanes = frustumplanes;
1231         VectorCopy(info.relativelightorigin, info.outmins);
1232         VectorCopy(info.relativelightorigin, info.outmaxs);
1233         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1234         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1235         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1236         if (info.model->brush.shadowmesh)
1237                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1238         else
1239                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1240         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1241         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1242                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1243         else
1244                 info.pvs = NULL;
1245         RSurf_ActiveWorldEntity();
1246
1247         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1248         {
1249                 // use portal recursion for exact light volume culling, and exact surface checking
1250                 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);
1251         }
1252         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1253         {
1254                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1255                 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);
1256         }
1257         else
1258         {
1259                 // recurse the bsp tree, checking leafs and surfaces for visibility
1260                 // optionally using svbsp for exact culling of compiled lights
1261                 // (or if the user enables dlight svbsp culling, which is mostly for
1262                 //  debugging not actual use)
1263                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1264         }
1265
1266         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1267
1268         // limit combined leaf box to light boundaries
1269         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1270         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1271         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1272         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1273         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1274         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1275
1276         *outnumleafspointer = info.outnumleafs;
1277         *outnumsurfacespointer = info.outnumsurfaces;
1278
1279         // now sort surfaces by texture for faster rendering
1280         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1281         if (r_shadow_sortsurfaces.integer)
1282                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1283 }
1284
1285 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1286 {
1287         dp_model_t *model = ent->model;
1288         msurface_t *surface;
1289         int surfacelistindex;
1290         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1291         // if triangle neighbors are disabled, shadowvolumes are disabled
1292         if (!model->brush.shadowmesh->neighbor3i)
1293                 return;
1294         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1295         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1296         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1297         {
1298                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1299                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1300                         continue;
1301                 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);
1302         }
1303         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);
1304         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1305 }
1306
1307 extern cvar_t r_polygonoffset_submodel_factor;
1308 extern cvar_t r_polygonoffset_submodel_offset;
1309 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)
1310 {
1311         dp_model_t *model = ent->model;
1312         const msurface_t *surface;
1313         int modelsurfacelistindex;
1314         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1315         // check the box in modelspace, it was already checked in worldspace
1316         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1317                 return;
1318         R_FrameData_SetMark();
1319         if (ent->model->brush.submodel)
1320                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1321         if (model->brush.shadowmesh)
1322         {
1323                 // if triangle neighbors are disabled, shadowvolumes are disabled
1324                 if (!model->brush.shadowmesh->neighbor3i)
1325                         return;
1326                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1327                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1328                 {
1329                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1330                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1331                                 continue;
1332                         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);
1333                 }
1334                 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);
1335         }
1336         else
1337         {
1338                 // if triangle neighbors are disabled, shadowvolumes are disabled
1339                 if (!model->surfmesh.data_neighbor3i)
1340                         return;
1341                 projectdistance = lightradius + model->radius*2;
1342                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1343                 // identify lit faces within the bounding box
1344                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1345                 {
1346                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1347                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1348                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1349                                 continue;
1350                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1351                 }
1352                 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);
1353         }
1354         if (ent->model->brush.submodel)
1355                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1356         R_FrameData_ReturnToMark();
1357 }
1358
1359 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1360 {
1361         dp_model_t *model = ent->model;
1362         msurface_t *surface;
1363         int surfacelistindex;
1364         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1365         int i;
1366         if (!model->brush.shadowmesh)
1367                 return;
1368         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1369         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1370         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1371         {
1372                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1373                 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);
1374         }
1375         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1376         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1377         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1378         for(i = 0;i<6;i++)
1379                 if(!sidetotals[i])
1380                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1381 }
1382
1383 #define RSURF_MAX_BATCHSURFACES 8192
1384
1385 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1386
1387 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)
1388 {
1389         dp_model_t *model = ent->model;
1390         const msurface_t *surface;
1391         int modelsurfacelistindex, batchnumsurfaces;
1392         // check the box in modelspace, it was already checked in worldspace
1393         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1394                 return;
1395         R_FrameData_SetMark();
1396         // identify lit faces within the bounding box
1397         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1398         {
1399                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1400                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1401                         continue;
1402                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1403                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1404                         continue;
1405                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1406                         continue;
1407                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1408                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1409                 batchsurfacelist[0] = surface;
1410                 batchnumsurfaces = 1;
1411                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1412                 {
1413                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1414                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1415                                 continue;
1416                         if (surface->texture != batchsurfacelist[0]->texture)
1417                                 break;
1418                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1419                                 continue;
1420                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1421                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1422                         batchsurfacelist[batchnumsurfaces++] = surface;
1423                 }
1424                 --modelsurfacelistindex;
1425                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1426                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1427                 if (rsurface.batchvertex3fbuffer)
1428                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1429                 else
1430                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1431                 RSurf_DrawBatch();
1432         }
1433         R_FrameData_ReturnToMark();
1434 }
1435
1436 #define BATCHSIZE 1024
1437
1438 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1439 {
1440         int i, j, endsurface;
1441         texture_t *t;
1442         const msurface_t *surface;
1443         R_FrameData_SetMark();
1444         // note: in practice this never actually receives batches
1445         R_Shadow_RenderMode_Begin();
1446         R_Shadow_RenderMode_ActiveLight(rtlight);
1447         R_Shadow_RenderMode_Lighting(false, true, false);
1448         R_Shadow_SetupEntityLight(ent);
1449         for (i = 0;i < numsurfaces;i = j)
1450         {
1451                 j = i + 1;
1452                 surface = rsurface.modelsurfaces + surfacelist[i];
1453                 t = surface->texture;
1454                 rsurface.texture = R_GetCurrentTexture(t);
1455                 endsurface = min(j + BATCHSIZE, numsurfaces);
1456                 for (j = i;j < endsurface;j++)
1457                 {
1458                         surface = rsurface.modelsurfaces + surfacelist[j];
1459                         if (t != surface->texture)
1460                                 break;
1461                         R_Shadow_RenderLighting(1, &surface);
1462                 }
1463         }
1464         R_Shadow_RenderMode_End();
1465         R_FrameData_ReturnToMark();
1466 }
1467
1468 extern qboolean r_shadow_usingdeferredprepass;
1469 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1470 {
1471         dp_model_t *model = ent->model;
1472         const msurface_t *surface;
1473         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1474         const msurface_t **texturesurfacelist;
1475         texture_t *tex;
1476         CHECKGLERROR
1477         R_FrameData_SetMark();
1478         // this is a double loop because non-visible surface skipping has to be
1479         // fast, and even if this is not the world model (and hence no visibility
1480         // checking) the input surface list and batch buffer are different formats
1481         // so some processing is necessary.  (luckily models have few surfaces)
1482         for (i = 0;i < numsurfaces;)
1483         {
1484                 batchnumsurfaces = 0;
1485                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1486                 if (ent == r_refdef.scene.worldentity)
1487                 {
1488                         for (;i < endsurface;i++)
1489                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1490                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1491                 }
1492                 else
1493                 {
1494                         for (;i < endsurface;i++)
1495                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1496                 }
1497                 if (!batchnumsurfaces)
1498                         continue;
1499                 for (k = 0;k < batchnumsurfaces;k = kend)
1500                 {
1501                         surface = batchsurfacelist[k];
1502                         tex = surface->texture;
1503                         rsurface.texture = R_GetCurrentTexture(tex);
1504                         // gather surfaces into a batch range
1505                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1506                                 ;
1507                         // now figure out what to do with this particular range of surfaces
1508                         // VorteX: added MATERIALFLAG_NORTLIGHT
1509                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
1510                                 continue;
1511                         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1512                                 continue;
1513                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1514                         {
1515                                 vec3_t tempcenter, center;
1516                                 for (l = k;l < kend;l++)
1517                                 {
1518                                         surface = batchsurfacelist[l];
1519                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1520                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1521                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1522                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1523                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1524                                 }
1525                                 continue;
1526                         }
1527                         if (r_shadow_usingdeferredprepass)
1528                                 continue;
1529                         texturenumsurfaces = kend - k;
1530                         texturesurfacelist = batchsurfacelist + k;
1531                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1532                 }
1533         }
1534         R_FrameData_ReturnToMark();
1535 }
1536
1537 //Made by [515]
1538 static void R_ReplaceWorldTexture (void)
1539 {
1540         dp_model_t              *m;
1541         texture_t       *t;
1542         int                     i;
1543         const char      *r, *newt;
1544         skinframe_t *skinframe;
1545         if (!r_refdef.scene.worldmodel)
1546         {
1547                 Con_Printf("There is no worldmodel\n");
1548                 return;
1549         }
1550         m = r_refdef.scene.worldmodel;
1551
1552         if(Cmd_Argc() < 2)
1553         {
1554                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1555                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1556                 return;
1557         }
1558         if(!cl.islocalgame || !cl.worldmodel)
1559         {
1560                 Con_Print("This command works only in singleplayer\n");
1561                 return;
1562         }
1563         r = Cmd_Argv(1);
1564         newt = Cmd_Argv(2);
1565         if(!newt[0])
1566                 newt = r;
1567         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1568         {
1569                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1570                 {
1571                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1572                         {
1573 //                              t->skinframes[0] = skinframe;
1574                                 t->currentskinframe = skinframe;
1575                                 t->currentskinframe = skinframe;
1576                                 Con_Printf("%s replaced with %s\n", r, newt);
1577                         }
1578                         else
1579                         {
1580                                 Con_Printf("%s was not found\n", newt);
1581                                 return;
1582                         }
1583                 }
1584         }
1585 }
1586
1587 //Made by [515]
1588 static void R_ListWorldTextures (void)
1589 {
1590         dp_model_t              *m;
1591         texture_t       *t;
1592         int                     i;
1593         if (!r_refdef.scene.worldmodel)
1594         {
1595                 Con_Printf("There is no worldmodel\n");
1596                 return;
1597         }
1598         m = r_refdef.scene.worldmodel;
1599
1600         Con_Print("Worldmodel textures :\n");
1601         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1602                 if (t->numskinframes)
1603                         Con_Printf("%s\n", t->name);
1604 }
1605
1606 #if 0
1607 static void gl_surf_start(void)
1608 {
1609 }
1610
1611 static void gl_surf_shutdown(void)
1612 {
1613 }
1614
1615 static void gl_surf_newmap(void)
1616 {
1617 }
1618 #endif
1619
1620 void GL_Surf_Init(void)
1621 {
1622
1623         Cvar_RegisterVariable(&r_ambient);
1624         Cvar_RegisterVariable(&r_lockpvs);
1625         Cvar_RegisterVariable(&r_lockvisibility);
1626         Cvar_RegisterVariable(&r_useportalculling);
1627         Cvar_RegisterVariable(&r_usesurfaceculling);
1628         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1629
1630         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1631         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1632
1633         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1634 }
1635