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