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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
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
30 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)"};
31 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)"};
32 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
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 // flag arrays used for visibility checking on world model
36 // (all other entities have no per-surface/per-leaf visibility checks)
37 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
38 unsigned char r_pvsbits[(32768+7)>>3];
39 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
40 unsigned char r_worldleafvisible[32768];
41 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
42 unsigned char r_worldsurfacevisible[262144];
43
44 /*
45 ===============
46 R_BuildLightMap
47
48 Combine and scale multiple lightmaps into the 8.8 format in blocklights
49 ===============
50 */
51 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
52 {
53         int smax, tmax, i, j, size, size3, maps, stride, l;
54         unsigned int *bl, scale;
55         unsigned char *lightmap, *out, *stain;
56         static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
57         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
58
59         // update cached lighting info
60         surface->cached_dlight = 0;
61
62         smax = (surface->lightmapinfo->extents[0]>>4)+1;
63         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
64         size = smax*tmax;
65         size3 = size*3;
66         lightmap = surface->lightmapinfo->samples;
67
68 // set to full bright if no light data
69         bl = intblocklights;
70         if (!ent->model->brushq1.lightdata)
71         {
72                 for (i = 0;i < size3;i++)
73                         bl[i] = 255*256;
74         }
75         else
76         {
77 // clear to no light
78                 memset(bl, 0, size*3*sizeof(unsigned int));
79
80 // add all the lightmaps
81                 if (lightmap)
82                 {
83                         bl = intblocklights;
84                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
85                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
86                                         bl[i] += lightmap[i] * scale;
87                 }
88         }
89
90         stain = surface->lightmapinfo->stainsamples;
91         bl = intblocklights;
92         out = templight;
93         // the >> 16 shift adjusts down 8 bits to account for the stainmap
94         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
95         // be doubled during rendering to achieve 2x overbright
96         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
97         if (ent->model->brushq1.lightmaprgba)
98         {
99                 stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
100                 for (i = 0;i < tmax;i++, out += stride)
101                 {
102                         for (j = 0;j < smax;j++)
103                         {
104                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
105                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
106                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
107                                 *out++ = 255;
108                         }
109                 }
110         }
111         else
112         {
113                 stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
114                 for (i = 0;i < tmax;i++, out += stride)
115                 {
116                         for (j = 0;j < smax;j++)
117                         {
118                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
119                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
120                                 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
121                         }
122                 }
123         }
124
125         R_UpdateTexture(surface->lightmaptexture, templight);
126 }
127
128 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
129 {
130         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
131         msurface_t *surface, *endsurface;
132         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
133         unsigned char *bl;
134         vec3_t impact;
135
136         maxdist = radius * radius;
137         invradius = 1.0f / radius;
138
139 loc0:
140         if (!node->plane)
141                 return;
142         ndist = PlaneDiff(origin, node->plane);
143         if (ndist > radius)
144         {
145                 node = node->children[0];
146                 goto loc0;
147         }
148         if (ndist < -radius)
149         {
150                 node = node->children[1];
151                 goto loc0;
152         }
153
154         dist2 = ndist * ndist;
155         maxdist3 = maxdist - dist2;
156
157         if (node->plane->type < 3)
158         {
159                 VectorCopy(origin, impact);
160                 impact[node->plane->type] -= ndist;
161         }
162         else
163         {
164                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
165                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
166                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
167         }
168
169         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
170         {
171                 if (surface->lightmapinfo->stainsamples)
172                 {
173                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
174                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
175
176                         impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
177                         impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
178
179                         s = bound(0, impacts, smax * 16) - impacts;
180                         t = bound(0, impactt, tmax * 16) - impactt;
181                         i = s * s + t * t + dist2;
182                         if (i > maxdist)
183                                 continue;
184
185                         // reduce calculations
186                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
187                                 sdtable[s] = i * i + dist2;
188
189                         bl = surface->lightmapinfo->stainsamples;
190                         smax3 = smax * 3;
191                         stained = false;
192
193                         i = impactt;
194                         for (t = 0;t < tmax;t++, i -= 16)
195                         {
196                                 td = i * i;
197                                 // make sure some part of it is visible on this line
198                                 if (td < maxdist3)
199                                 {
200                                         maxdist2 = maxdist - td;
201                                         for (s = 0;s < smax;s++)
202                                         {
203                                                 if (sdtable[s] < maxdist2)
204                                                 {
205                                                         ratio = lhrandom(0.0f, 1.0f);
206                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
207                                                         if (a >= (1.0f / 64.0f))
208                                                         {
209                                                                 if (a > 1)
210                                                                         a = 1;
211                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
212                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
213                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
214                                                                 stained = true;
215                                                         }
216                                                 }
217                                                 bl += 3;
218                                         }
219                                 }
220                                 else // skip line
221                                         bl += smax3;
222                         }
223                         // force lightmap upload
224                         if (stained)
225                                 surface->cached_dlight = true;
226                 }
227         }
228
229         if (node->children[0]->plane)
230         {
231                 if (node->children[1]->plane)
232                 {
233                         R_StainNode(node->children[0], model, origin, radius, fcolor);
234                         node = node->children[1];
235                         goto loc0;
236                 }
237                 else
238                 {
239                         node = node->children[0];
240                         goto loc0;
241                 }
242         }
243         else if (node->children[1]->plane)
244         {
245                 node = node->children[1];
246                 goto loc0;
247         }
248 }
249
250 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)
251 {
252         int n;
253         float fcolor[8];
254         entity_render_t *ent;
255         model_t *model;
256         vec3_t org;
257         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
258                 return;
259         fcolor[0] = cr1;
260         fcolor[1] = cg1;
261         fcolor[2] = cb1;
262         fcolor[3] = ca1 * (1.0f / 64.0f);
263         fcolor[4] = cr2 - cr1;
264         fcolor[5] = cg2 - cg1;
265         fcolor[6] = cb2 - cb1;
266         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
267
268         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
269
270         // look for embedded bmodels
271         for (n = 0;n < cl_num_brushmodel_entities;n++)
272         {
273                 ent = &cl_entities[cl_brushmodel_entities[n]].render;
274                 model = ent->model;
275                 if (model && model->name[0] == '*')
276                 {
277                         if (model->brush.data_nodes)
278                         {
279                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
280                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
281                         }
282                 }
283         }
284 }
285
286
287 /*
288 =============================================================
289
290         BRUSH MODELS
291
292 =============================================================
293 */
294
295 static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
296 {
297         const mportal_t *portal = (mportal_t *)ent;
298         int i;
299         float *v;
300         rmeshstate_t m;
301         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
302         GL_DepthMask(false);
303         GL_DepthTest(true);
304         R_Mesh_Matrix(&identitymatrix);
305
306         memset(&m, 0, sizeof(m));
307         m.pointer_vertex = varray_vertex3f;
308         R_Mesh_State(&m);
309
310         i = surfacenumber;
311         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
312                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
313                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
314                          0.125f);
315         if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
316         {
317                 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
318                         VectorCopy(portal->points[i].position, v);
319         }
320         else
321                 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
322                         VectorCopy(portal->points[i].position, v);
323         GL_LockArrays(0, portal->numpoints);
324         R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
325         GL_LockArrays(0, 0);
326 }
327
328 // LordHavoc: this is just a nice debugging tool, very slow
329 static void R_DrawPortals(void)
330 {
331         int i, leafnum;
332         mportal_t *portal;
333         float center[3], f;
334         model_t *model = r_refdef.worldmodel;
335         if (model == NULL)
336                 return;
337         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
338         {
339                 if (r_worldleafvisible[leafnum])
340                 {
341                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
342                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
343                         {
344                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
345                                 if (!R_CullBox(portal->mins, portal->maxs))
346                                 {
347                                         VectorClear(center);
348                                         for (i = 0;i < portal->numpoints;i++)
349                                                 VectorAdd(center, portal->points[i].position, center);
350                                         f = ixtable[portal->numpoints];
351                                         VectorScale(center, f, center);
352                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
353                                 }
354                         }
355                 }
356         }
357 }
358
359 static void R_DrawCollisionBrush(colbrushf_t *brush)
360 {
361         int i;
362         rmeshstate_t m;
363         memset(&m, 0, sizeof(m));
364         m.pointer_vertex = brush->points->v;
365         R_Mesh_State(&m);
366         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
367         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
368         GL_LockArrays(0, brush->numpoints);
369         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
370         GL_LockArrays(0, 0);
371 }
372
373 static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
374 {
375         int i;
376         rmeshstate_t m;
377         if (!surface->num_collisiontriangles)
378                 return;
379         memset(&m, 0, sizeof(m));
380         m.pointer_vertex = surface->data_collisionvertex3f;
381         R_Mesh_State(&m);
382         i = (int)(((size_t)surface) / sizeof(msurface_t));
383         GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
384         GL_LockArrays(0, surface->num_collisionvertices);
385         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
386         GL_LockArrays(0, 0);
387 }
388
389 void R_WorldVisibility(void)
390 {
391         int i, j, *mark;
392         mleaf_t *leaf;
393         mleaf_t *viewleaf;
394         model_t *model = r_refdef.worldmodel;
395
396         if (!model)
397                 return;
398
399         // if possible find the leaf the view origin is in
400         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
401         // if possible fetch the visible cluster bits
402         if (!r_lockpvs.integer && model->brush.FatPVS)
403                 model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
404
405         if (!r_lockvisibility.integer)
406         {
407                 // clear the visible surface and leaf flags arrays
408                 memset(r_worldsurfacevisible, 0, model->num_surfaces);
409                 memset(r_worldleafvisible, 0, model->brush.num_leafs);
410
411                 // if floating around in the void (no pvs data available, and no
412                 // portals available), simply use all on-screen leafs.
413                 if (!viewleaf || viewleaf->clusterindex < 0)
414                 {
415                         // no visibility method: (used when floating around in the void)
416                         // simply cull each leaf to the frustum (view pyramid)
417                         // similar to quake's RecursiveWorldNode but without cache misses
418                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
419                         {
420                                 // if leaf is in current pvs and on the screen, mark its surfaces
421                                 if (!R_CullBox(leaf->mins, leaf->maxs))
422                                 {
423                                         renderstats.world_leafs++;
424                                         r_worldleafvisible[j] = true;
425                                         if (leaf->numleafsurfaces)
426                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
427                                                         r_worldsurfacevisible[*mark] = true;
428                                 }
429                         }
430                 }
431                 // if the user prefers to disable portal culling (testing?), simply
432                 // use all on-screen leafs that are in the pvs.
433                 else if (!r_useportalculling.integer)
434                 {
435                         // pvs method:
436                         // simply check if each leaf is in the Potentially Visible Set,
437                         // and cull to frustum (view pyramid)
438                         // similar to quake's RecursiveWorldNode but without cache misses
439                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
440                         {
441                                 // if leaf is in current pvs and on the screen, mark its surfaces
442                                 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
443                                 {
444                                         renderstats.world_leafs++;
445                                         r_worldleafvisible[j] = true;
446                                         if (leaf->numleafsurfaces)
447                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
448                                                         r_worldsurfacevisible[*mark] = true;
449                                 }
450                         }
451                 }
452                 // otherwise use a recursive portal flow, culling each portal to
453                 // frustum and checking if the leaf the portal leads to is in the pvs
454                 else
455                 {
456                         int leafstackpos;
457                         mportal_t *p;
458                         mleaf_t *leafstack[8192];
459                         // simple-frustum portal method:
460                         // follows portals leading outward from viewleaf, does not venture
461                         // offscreen or into leafs that are not visible, faster than
462                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
463                         // often culls some surfaces that pvs alone would miss
464                         // (such as a room in pvs that is hidden behind a wall, but the
465                         //  passage leading to the room is off-screen)
466                         leafstack[0] = viewleaf;
467                         leafstackpos = 1;
468                         while (leafstackpos)
469                         {
470                                 renderstats.world_leafs++;
471                                 leaf = leafstack[--leafstackpos];
472                                 r_worldleafvisible[leaf - model->brush.data_leafs] = true;
473                                 // mark any surfaces bounding this leaf
474                                 if (leaf->numleafsurfaces)
475                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
476                                                 r_worldsurfacevisible[*mark] = true;
477                                 // follow portals into other leafs
478                                 // the checks are:
479                                 // if viewer is behind portal (portal faces outward into the scene)
480                                 // and the portal polygon's bounding box is on the screen
481                                 // and the leaf has not been visited yet
482                                 // and the leaf is visible in the pvs
483                                 // (the first two checks won't cause as many cache misses as the leaf checks)
484                                 for (p = leaf->portals;p;p = p->next)
485                                 {
486                                         renderstats.world_portals++;
487                                         if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
488                                                 leafstack[leafstackpos++] = p->past;
489                                 }
490                         }
491                 }
492         }
493
494         if (r_drawportals.integer)
495                 R_DrawPortals();
496 }
497
498 void R_Q1BSP_DrawSky(entity_render_t *ent)
499 {
500         if (ent->model == NULL)
501                 return;
502         R_DrawSurfaces(ent, true);
503 }
504
505 void R_Q1BSP_Draw(entity_render_t *ent)
506 {
507         model_t *model = ent->model;
508         if (model == NULL)
509                 return;
510         R_DrawSurfaces(ent, false);
511         if (r_showcollisionbrushes.integer && model->brush.num_brushes && !r_showtrispass)
512         {
513                 int i;
514                 msurface_t *surface;
515                 q3mbrush_t *brush;
516                 R_Mesh_Matrix(&ent->matrix);
517                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
518                 GL_DepthMask(false);
519                 GL_DepthTest(!r_showdisabledepthtest.integer);
520                 qglPolygonOffset(r_showcollisionbrushes_polygonfactor.value, r_showcollisionbrushes_polygonoffset.value);
521                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
522                         if (brush->colbrushf && brush->colbrushf->numtriangles)
523                                 R_DrawCollisionBrush(brush->colbrushf);
524                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
525                         if (surface->num_collisiontriangles)
526                                 R_DrawCollisionSurface(ent, surface);
527                 qglPolygonOffset(0, 0);
528         }
529 }
530
531 typedef struct r_q1bsp_getlightinfo_s
532 {
533         model_t *model;
534         vec3_t relativelightorigin;
535         float lightradius;
536         int *outleaflist;
537         unsigned char *outleafpvs;
538         int outnumleafs;
539         int *outsurfacelist;
540         unsigned char *outsurfacepvs;
541         int outnumsurfaces;
542         vec3_t outmins;
543         vec3_t outmaxs;
544         vec3_t lightmins;
545         vec3_t lightmaxs;
546         const unsigned char *pvs;
547 }
548 r_q1bsp_getlightinfo_t;
549
550 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
551 {
552         int sides;
553         mleaf_t *leaf;
554         for (;;)
555         {
556                 mplane_t *plane = node->plane;
557                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
558                 //      return;
559                 if (!plane)
560                         break;
561                 if (plane->type < 3)
562                         sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
563                 else
564                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
565                 if (sides == 3)
566                 {
567                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
568                         node = node->children[1];
569                 }
570                 else if (sides == 0)
571                         return; // ERROR: NAN bounding box!
572                 else
573                         node = node->children[sides - 1];
574         }
575         leaf = (mleaf_t *)node;
576         if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
577         {
578                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
579                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
580                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
581                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
582                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
583                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
584                 if (info->outleafpvs)
585                 {
586                         int leafindex = leaf - info->model->brush.data_leafs;
587                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
588                         {
589                                 SETPVSBIT(info->outleafpvs, leafindex);
590                                 info->outleaflist[info->outnumleafs++] = leafindex;
591                         }
592                 }
593                 if (info->outsurfacepvs)
594                 {
595                         int leafsurfaceindex;
596                         for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
597                         {
598                                 int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
599                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
600                                 {
601                                         msurface_t *surface = info->model->data_surfaces + surfaceindex;
602                                         if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
603                                         {
604                                                 int triangleindex, t;
605                                                 const int *e;
606                                                 const vec_t *v[3];
607                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
608                                                 {
609                                                         v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
610                                                         v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
611                                                         v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
612                                                         if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
613                                                         {
614                                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
615                                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
616                                                                 break;
617                                                         }
618                                                 }
619                                         }
620                                 }
621                         }
622                 }
623         }
624 }
625
626 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)
627 {
628         r_q1bsp_getlightinfo_t info;
629         VectorCopy(relativelightorigin, info.relativelightorigin);
630         info.lightradius = lightradius;
631         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
632         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
633         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
634         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
635         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
636         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
637         if (ent->model == NULL)
638         {
639                 VectorCopy(info.lightmins, outmins);
640                 VectorCopy(info.lightmaxs, outmaxs);
641                 *outnumleafspointer = 0;
642                 *outnumsurfacespointer = 0;
643                 return;
644         }
645         info.model = ent->model;
646         info.outleaflist = outleaflist;
647         info.outleafpvs = outleafpvs;
648         info.outnumleafs = 0;
649         info.outsurfacelist = outsurfacelist;
650         info.outsurfacepvs = outsurfacepvs;
651         info.outnumsurfaces = 0;
652         VectorCopy(info.relativelightorigin, info.outmins);
653         VectorCopy(info.relativelightorigin, info.outmaxs);
654         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
655         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
656         if (info.model->brush.GetPVS)
657                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
658         else
659                 info.pvs = NULL;
660         R_UpdateAllTextureInfo(ent);
661         if (r_shadow_compilingrtlight)
662         {
663                 // use portal recursion for exact light volume culling, and exact surface checking
664                 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);
665         }
666         else if (r_shadow_realtime_dlight_portalculling.integer)
667         {
668                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
669                 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);
670         }
671         else
672         {
673                 // use BSP recursion as lights are often small
674                 R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
675         }
676
677         // limit combined leaf box to light boundaries
678         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
679         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
680         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
681         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
682         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
683         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
684
685         *outnumleafspointer = info.outnumleafs;
686         *outnumsurfacespointer = info.outnumsurfaces;
687 }
688
689 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
690 {
691         model_t *model = ent->model;
692         msurface_t *surface;
693         int surfacelistindex;
694         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
695         texture_t *texture;
696         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
697         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
698         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
699         {
700                 surface = model->data_surfaces + surfacelist[surfacelistindex];
701                 texture = surface->texture;
702                 if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
703                         continue;
704                 if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
705                         continue;
706                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
707         }
708         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
709         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
710 }
711
712 extern float *rsurface_vertex3f;
713 extern float *rsurface_svector3f;
714 extern float *rsurface_tvector3f;
715 extern float *rsurface_normal3f;
716 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
717
718 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
719 {
720         model_t *model = ent->model;
721         msurface_t *surface;
722         int surfacelistindex;
723         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
724         vec3_t modelorg;
725         texture_t *texture;
726         // check the box in modelspace, it was already checked in worldspace
727         if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
728                 return;
729         R_UpdateAllTextureInfo(ent);
730         if (model->brush.shadowmesh)
731         {
732                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
733                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
734                 {
735                         surface = model->data_surfaces + surfacelist[surfacelistindex];
736                         texture = surface->texture->currentframe;
737                         if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
738                                 continue;
739                         if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
740                                 continue;
741                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
742                 }
743                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
744         }
745         else
746         {
747                 projectdistance = lightradius + ent->model->radius*2;
748                 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
749                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
750                 {
751                         surface = model->data_surfaces + surfacelist[surfacelistindex];
752                         // FIXME: get current skin
753                         texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
754                         if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
755                                 continue;
756                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
757                         // identify lit faces within the bounding box
758                         R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
759                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
760                         R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
761                 }
762         }
763 }
764
765 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
766 {
767         msurface_t *surface = ent->model->data_surfaces + surfacenumber;
768         texture_t *texture = surface->texture;
769         R_UpdateTextureInfo(ent, texture);
770         texture = texture->currentframe;
771         R_Shadow_RenderMode_Begin();
772         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
773         R_Shadow_RenderMode_Lighting(false, true);
774         R_Shadow_SetupEntityLight(ent);
775         R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
776         R_Shadow_RenderMode_End();
777 }
778
779 static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
780 {
781         int batchsurfaceindex;
782         msurface_t *batchsurface;
783         vec3_t tempcenter, center;
784         for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
785         {
786                 batchsurface = batchsurfacelist[batchsurfaceindex];
787                 tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
788                 tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
789                 tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
790                 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
791                 R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - ent->model->data_surfaces, r_shadow_rtlight);
792         }
793 }
794
795 #define RSURF_MAX_BATCHSURFACES 1024
796
797 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
798 {
799         model_t *model = ent->model;
800         msurface_t *surface;
801         texture_t *texture;
802         int surfacelistindex, batchnumsurfaces;
803         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
804         vec3_t modelorg;
805         texture_t *tex;
806         qboolean skip;
807         R_UpdateAllTextureInfo(ent);
808         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
809         tex = NULL;
810         texture = NULL;
811         skip = false;
812         batchnumsurfaces = 0;
813         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
814         {
815                 if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
816                         continue;
817                 surface = model->data_surfaces + surfacelist[surfacelistindex];
818                 renderstats.lights_lighttriangles += surface->num_triangles;
819                 if (tex != surface->texture)
820                 {
821                         if (batchnumsurfaces > 0)
822                         {
823                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
824                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
825                                 else
826                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
827                                 batchnumsurfaces = 0;
828                         }
829                         tex = surface->texture;
830                         texture = surface->texture->currentframe;
831                         skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
832                         if (skip)
833                                 continue;
834                 }
835                 if (!skip && surface->num_triangles)
836                 {
837                         if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
838                         {
839                                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
840                                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
841                                 else
842                                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
843                                 batchnumsurfaces = 0;
844                         }
845                         batchsurfacelist[batchnumsurfaces++] = surface;
846                 }
847         }
848         if (batchnumsurfaces > 0)
849         {
850                 if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
851                         R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
852                 else
853                         R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
854                 batchnumsurfaces = 0;
855         }
856         qglEnable(GL_CULL_FACE);
857 }
858
859 //Made by [515]
860 void R_ReplaceWorldTexture (void)
861 {
862         model_t         *m;
863         texture_t       *t;
864         int                     i;
865         const char      *r, *newt;
866         m = r_refdef.worldmodel;
867
868         if(Cmd_Argc() < 2)
869         {
870                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
871                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
872                 return;
873         }
874         if(!cl.islocalgame || !cl.worldmodel)
875         {
876                 Con_Print("This command works only in singleplayer\n");
877                 return;
878         }
879         r = Cmd_Argv(1);
880         newt = Cmd_Argv(2);
881         if(!newt[0])
882                 newt = r;
883         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
884         {
885                 if(t->width && !strcasecmp(t->name, r))
886                 {
887                         if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
888                         {
889                                 Con_Printf("%s replaced with %s\n", r, newt);
890                                 return;
891                         }
892                         else
893                         {
894                                 Con_Printf("%s was not found\n", newt);
895                                 Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
896                                 return;
897                         }
898                 }
899         }
900 }
901
902 //Made by [515]
903 void R_ListWorldTextures (void)
904 {
905         model_t         *m;
906         texture_t       *t;
907         int                     i;
908         m = r_refdef.worldmodel;
909
910         Con_Print("Worldmodel textures :\n");
911         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
912                 if(t->skin.base != r_texture_notexture)
913                         Con_Printf("%s\n", t->name);
914 }
915
916 #if 0
917 static void gl_surf_start(void)
918 {
919 }
920
921 static void gl_surf_shutdown(void)
922 {
923 }
924
925 static void gl_surf_newmap(void)
926 {
927 }
928 #endif
929
930 void GL_Surf_Init(void)
931 {
932
933         Cvar_RegisterVariable(&r_ambient);
934         Cvar_RegisterVariable(&r_drawportals);
935         Cvar_RegisterVariable(&r_lockpvs);
936         Cvar_RegisterVariable(&r_lockvisibility);
937         Cvar_RegisterVariable(&r_useportalculling);
938         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
939
940         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
941         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
942
943         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
944 }
945