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some surface rendering code cleanup
[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", "brightens map, value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "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"};
32 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"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         model_t *model = ent->model;
47         int *intblocklights;
48         unsigned char *templight;
49
50         smax = (surface->lightmapinfo->extents[0]>>4)+1;
51         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
52         size = smax*tmax;
53         size3 = size*3;
54
55         r_refdef.stats.lightmapupdatepixels += size;
56         r_refdef.stats.lightmapupdates++;
57
58         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
59         {
60                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61                 if (cl.buildlightmapmemory)
62                         Mem_Free(cl.buildlightmapmemory);
63                 cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
64         }
65
66         // these both point at the same buffer, templight is only used for final
67         // processing and can replace the intblocklights data as it goes
68         intblocklights = (int *)cl.buildlightmapmemory;
69         templight = (unsigned char *)cl.buildlightmapmemory;
70
71         // update cached lighting info
72         surface->cached_dlight = 0;
73
74         lightmap = surface->lightmapinfo->samples;
75
76 // set to full bright if no light data
77         bl = intblocklights;
78         if (!model->brushq1.lightdata)
79         {
80                 for (i = 0;i < size3;i++)
81                         bl[i] = 128*256;
82         }
83         else
84         {
85 // clear to no light
86                 memset(bl, 0, size3*sizeof(*bl));
87
88 // add all the lightmaps
89                 if (lightmap)
90                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92                                         bl[i] += lightmap[i] * scale;
93         }
94
95         stain = surface->lightmapinfo->stainsamples;
96         bl = intblocklights;
97         out = templight;
98         // the >> 16 shift adjusts down 8 bits to account for the stainmap
99         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100         // be doubled during rendering to achieve 2x overbright
101         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
102         for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
103         {
104                 l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
105                 l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
106                 l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
107                 out[3] = 255;
108         }
109
110         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
111
112         // update the surface's deluxemap if it has one
113         if (surface->deluxemaptexture != r_texture_blanknormalmap)
114         {
115                 vec3_t n;
116                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
117                 lightmap = surface->lightmapinfo->samples;
118                 // clear to no normalmap
119                 bl = intblocklights;
120                 memset(bl, 0, size3*sizeof(*bl));
121                 // add all the normalmaps
122                 if (lightmap && normalmap)
123                 {
124                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
125                         {
126                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
127                                 {
128                                         // add the normalmap with weighting proportional to the style's lightmap intensity
129                                         l = (int)(VectorLength(lightmap + i*3) * scale);
130                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
131                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
132                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
133                                 }
134                         }
135                 }
136                 bl = intblocklights;
137                 out = templight;
138                 // we simply renormalize the weighted normals to get a valid deluxemap
139                 for (i = 0;i < size;i++, bl += 3, out += 4)
140                 {
141                         VectorCopy(bl, n);
142                         VectorNormalize(n);
143                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
144                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
145                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
146                         out[3] = 255;
147                 }
148                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
149         }
150 }
151
152 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
153 {
154         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
155         msurface_t *surface, *endsurface;
156         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
157         unsigned char *bl;
158         vec3_t impact;
159
160         maxdist = radius * radius;
161         invradius = 1.0f / radius;
162
163 loc0:
164         if (!node->plane)
165                 return;
166         ndist = PlaneDiff(origin, node->plane);
167         if (ndist > radius)
168         {
169                 node = node->children[0];
170                 goto loc0;
171         }
172         if (ndist < -radius)
173         {
174                 node = node->children[1];
175                 goto loc0;
176         }
177
178         dist2 = ndist * ndist;
179         maxdist3 = maxdist - dist2;
180
181         if (node->plane->type < 3)
182         {
183                 VectorCopy(origin, impact);
184                 impact[node->plane->type] -= ndist;
185         }
186         else
187         {
188                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
189                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
190                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
191         }
192
193         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
194         {
195                 if (surface->lightmapinfo->stainsamples)
196                 {
197                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
198                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
199
200                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
201                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
202
203                         s = bound(0, impacts, smax * 16) - impacts;
204                         t = bound(0, impactt, tmax * 16) - impactt;
205                         i = (int)(s * s + t * t + dist2);
206                         if (i > maxdist)
207                                 continue;
208
209                         // reduce calculations
210                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
211                                 sdtable[s] = i * i + dist2;
212
213                         bl = surface->lightmapinfo->stainsamples;
214                         smax3 = smax * 3;
215                         stained = false;
216
217                         i = impactt;
218                         for (t = 0;t < tmax;t++, i -= 16)
219                         {
220                                 td = i * i;
221                                 // make sure some part of it is visible on this line
222                                 if (td < maxdist3)
223                                 {
224                                         maxdist2 = maxdist - td;
225                                         for (s = 0;s < smax;s++)
226                                         {
227                                                 if (sdtable[s] < maxdist2)
228                                                 {
229                                                         ratio = lhrandom(0.0f, 1.0f);
230                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
231                                                         if (a >= (1.0f / 64.0f))
232                                                         {
233                                                                 if (a > 1)
234                                                                         a = 1;
235                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
236                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
237                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
238                                                                 stained = true;
239                                                         }
240                                                 }
241                                                 bl += 3;
242                                         }
243                                 }
244                                 else // skip line
245                                         bl += smax3;
246                         }
247                         // force lightmap upload
248                         if (stained)
249                                 surface->cached_dlight = true;
250                 }
251         }
252
253         if (node->children[0]->plane)
254         {
255                 if (node->children[1]->plane)
256                 {
257                         R_StainNode(node->children[0], model, origin, radius, fcolor);
258                         node = node->children[1];
259                         goto loc0;
260                 }
261                 else
262                 {
263                         node = node->children[0];
264                         goto loc0;
265                 }
266         }
267         else if (node->children[1]->plane)
268         {
269                 node = node->children[1];
270                 goto loc0;
271         }
272 }
273
274 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)
275 {
276         int n;
277         float fcolor[8];
278         entity_render_t *ent;
279         model_t *model;
280         vec3_t org;
281         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
282                 return;
283         fcolor[0] = cr1;
284         fcolor[1] = cg1;
285         fcolor[2] = cb1;
286         fcolor[3] = ca1 * (1.0f / 64.0f);
287         fcolor[4] = cr2 - cr1;
288         fcolor[5] = cg2 - cg1;
289         fcolor[6] = cb2 - cb1;
290         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
291
292         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
293
294         // look for embedded bmodels
295         for (n = 0;n < cl.num_brushmodel_entities;n++)
296         {
297                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
298                 model = ent->model;
299                 if (model && model->name[0] == '*')
300                 {
301                         if (model->brush.data_nodes)
302                         {
303                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
304                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
305                         }
306                 }
307         }
308 }
309
310
311 /*
312 =============================================================
313
314         BRUSH MODELS
315
316 =============================================================
317 */
318
319 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
320 {
321         // due to the hacky nature of this function's parameters, this is never
322         // called with a batch, so numsurfaces is always 1, and the surfacelist
323         // contains only a leaf number for coloring purposes
324         const mportal_t *portal = (mportal_t *)ent;
325         int i, numpoints;
326         float *v;
327         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
328         CHECKGLERROR
329         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
330         GL_DepthMask(false);
331         GL_DepthRange(0, 1);
332         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
333         GL_DepthTest(true);
334         GL_CullFace(GL_NONE);
335         R_Mesh_Matrix(&identitymatrix);
336
337         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
338
339         R_Mesh_VertexPointer(vertex3f, 0, 0);
340         R_Mesh_ColorPointer(NULL, 0, 0);
341         R_Mesh_ResetTextureState();
342         R_SetupGenericShader(false);
343
344         i = surfacelist[0];
345         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
346                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
347                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
348                          0.125f);
349         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
350                 VectorCopy(portal->points[i].position, v);
351         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
352 }
353
354 // LordHavoc: this is just a nice debugging tool, very slow
355 void R_DrawPortals(void)
356 {
357         int i, leafnum;
358         mportal_t *portal;
359         float center[3], f;
360         model_t *model = r_refdef.scene.worldmodel;
361         if (model == NULL)
362                 return;
363         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
364         {
365                 if (r_refdef.viewcache.world_leafvisible[leafnum])
366                 {
367                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
368                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
369                         {
370                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
371                                 if (!R_CullBox(portal->mins, portal->maxs))
372                                 {
373                                         VectorClear(center);
374                                         for (i = 0;i < portal->numpoints;i++)
375                                                 VectorAdd(center, portal->points[i].position, center);
376                                         f = ixtable[portal->numpoints];
377                                         VectorScale(center, f, center);
378                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
379                                 }
380                         }
381                 }
382         }
383 }
384
385 void R_View_WorldVisibility(qboolean forcenovis)
386 {
387         int i, j, *mark;
388         mleaf_t *leaf;
389         mleaf_t *viewleaf;
390         model_t *model = r_refdef.scene.worldmodel;
391
392         if (!model)
393                 return;
394
395         if (r_refdef.view.usecustompvs)
396         {
397                 // clear the visible surface and leaf flags arrays
398                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
399                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
400                 r_refdef.viewcache.world_novis = false;
401
402                 // simply cull each marked leaf to the frustum (view pyramid)
403                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
404                 {
405                         // if leaf is in current pvs and on the screen, mark its surfaces
406                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
407                         {
408                                 r_refdef.stats.world_leafs++;
409                                 r_refdef.viewcache.world_leafvisible[j] = true;
410                                 if (leaf->numleafsurfaces)
411                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
412                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
413                         }
414                 }
415                 return;
416         }
417
418         // if possible find the leaf the view origin is in
419         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
420         // if possible fetch the visible cluster bits
421         if (!r_lockpvs.integer && model->brush.FatPVS)
422                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
423
424         if (!r_lockvisibility.integer)
425         {
426                 // clear the visible surface and leaf flags arrays
427                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
428                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
429
430                 r_refdef.viewcache.world_novis = false;
431
432                 // if floating around in the void (no pvs data available, and no
433                 // portals available), simply use all on-screen leafs.
434                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
435                 {
436                         // no visibility method: (used when floating around in the void)
437                         // simply cull each leaf to the frustum (view pyramid)
438                         // similar to quake's RecursiveWorldNode but without cache misses
439                         r_refdef.viewcache.world_novis = true;
440                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
441                         {
442                                 // if leaf is in current pvs and on the screen, mark its surfaces
443                                 if (!R_CullBox(leaf->mins, leaf->maxs))
444                                 {
445                                         r_refdef.stats.world_leafs++;
446                                         r_refdef.viewcache.world_leafvisible[j] = true;
447                                         if (leaf->numleafsurfaces)
448                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
449                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
450                                 }
451                         }
452                 }
453                 // if the user prefers to disable portal culling (testing?), simply
454                 // use all on-screen leafs that are in the pvs.
455                 else if (!r_useportalculling.integer)
456                 {
457                         // pvs method:
458                         // simply check if each leaf is in the Potentially Visible Set,
459                         // and cull to frustum (view pyramid)
460                         // similar to quake's RecursiveWorldNode but without cache misses
461                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
462                         {
463                                 // if leaf is in current pvs and on the screen, mark its surfaces
464                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
465                                 {
466                                         r_refdef.stats.world_leafs++;
467                                         r_refdef.viewcache.world_leafvisible[j] = true;
468                                         if (leaf->numleafsurfaces)
469                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
470                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
471                                 }
472                         }
473                 }
474                 // otherwise use a recursive portal flow, culling each portal to
475                 // frustum and checking if the leaf the portal leads to is in the pvs
476                 else
477                 {
478                         int leafstackpos;
479                         mportal_t *p;
480                         mleaf_t *leafstack[8192];
481                         // simple-frustum portal method:
482                         // follows portals leading outward from viewleaf, does not venture
483                         // offscreen or into leafs that are not visible, faster than
484                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
485                         // often culls some surfaces that pvs alone would miss
486                         // (such as a room in pvs that is hidden behind a wall, but the
487                         //  passage leading to the room is off-screen)
488                         leafstack[0] = viewleaf;
489                         leafstackpos = 1;
490                         while (leafstackpos)
491                         {
492                                 leaf = leafstack[--leafstackpos];
493                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
494                                         continue;
495                                 r_refdef.stats.world_leafs++;
496                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
497                                 // mark any surfaces bounding this leaf
498                                 if (leaf->numleafsurfaces)
499                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
500                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
501                                 // follow portals into other leafs
502                                 // the checks are:
503                                 // if viewer is behind portal (portal faces outward into the scene)
504                                 // and the portal polygon's bounding box is on the screen
505                                 // and the leaf has not been visited yet
506                                 // and the leaf is visible in the pvs
507                                 // (the first two checks won't cause as many cache misses as the leaf checks)
508                                 for (p = leaf->portals;p;p = p->next)
509                                 {
510                                         r_refdef.stats.world_portals++;
511                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
512                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
513                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
514                                          && !R_CullBox(p->mins, p->maxs)
515                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
516                                                 leafstack[leafstackpos++] = p->past;
517                                 }
518                         }
519                 }
520         }
521 }
522
523 void R_Q1BSP_DrawSky(entity_render_t *ent)
524 {
525         if (ent->model == NULL)
526                 return;
527         if (ent == r_refdef.scene.worldentity)
528                 R_DrawWorldSurfaces(true, true, false, false, false);
529         else
530                 R_DrawModelSurfaces(ent, true, true, false, false, false);
531 }
532
533 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
534 {
535         model_t *model = ent->model;
536         if (model == NULL)
537                 return;
538         if (ent == r_refdef.scene.worldentity)
539                 R_DrawWorldSurfaces(false, false, false, true, false);
540         else
541                 R_DrawModelSurfaces(ent, false, false, false, true, false);
542 }
543
544 void R_Q1BSP_Draw(entity_render_t *ent)
545 {
546         model_t *model = ent->model;
547         if (model == NULL)
548                 return;
549         if (ent == r_refdef.scene.worldentity)
550                 R_DrawWorldSurfaces(false, true, false, false, false);
551         else
552                 R_DrawModelSurfaces(ent, false, true, false, false, false);
553 }
554
555 void R_Q1BSP_DrawDepth(entity_render_t *ent)
556 {
557         model_t *model = ent->model;
558         if (model == NULL)
559                 return;
560         GL_ColorMask(0,0,0,0);
561         GL_Color(1,1,1,1);
562         RSurf_SetupDepthAndCulling();
563         GL_DepthTest(true);
564         GL_BlendFunc(GL_ONE, GL_ZERO);
565         GL_DepthMask(true);
566         GL_AlphaTest(false);
567         R_Mesh_ColorPointer(NULL, 0, 0);
568         R_Mesh_ResetTextureState();
569         R_SetupDepthOrShadowShader();
570         if (ent == r_refdef.scene.worldentity)
571                 R_DrawWorldSurfaces(false, false, true, false, false);
572         else
573                 R_DrawModelSurfaces(ent, false, false, true, false, false);
574         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
575 }
576
577 void R_Q1BSP_DrawDebug(entity_render_t *ent)
578 {
579         if (ent->model == NULL)
580                 return;
581         if (ent == r_refdef.scene.worldentity)
582                 R_DrawWorldSurfaces(false, false, false, false, true);
583         else
584                 R_DrawModelSurfaces(ent, false, false, false, false, true);
585 }
586
587 typedef struct r_q1bsp_getlightinfo_s
588 {
589         model_t *model;
590         vec3_t relativelightorigin;
591         float lightradius;
592         int *outleaflist;
593         unsigned char *outleafpvs;
594         int outnumleafs;
595         int *outsurfacelist;
596         unsigned char *outsurfacepvs;
597         unsigned char *tempsurfacepvs;
598         unsigned char *outshadowtrispvs;
599         unsigned char *outlighttrispvs;
600         int outnumsurfaces;
601         vec3_t outmins;
602         vec3_t outmaxs;
603         vec3_t lightmins;
604         vec3_t lightmaxs;
605         const unsigned char *pvs;
606         qboolean svbsp_active;
607         qboolean svbsp_insertoccluder;
608 }
609 r_q1bsp_getlightinfo_t;
610
611 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
612 {
613         int sides;
614         mleaf_t *leaf;
615         for (;;)
616         {
617                 mplane_t *plane = node->plane;
618                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
619                 //      return;
620                 if (!plane)
621                         break;
622                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
623                 //      return;
624                 if (plane->type < 3)
625                 {
626                         if (info->lightmins[plane->type] > plane->dist)
627                                 node = node->children[0];
628                         else if (info->lightmaxs[plane->type] < plane->dist)
629                                 node = node->children[1];
630                         else if (info->relativelightorigin[plane->type] >= plane->dist)
631                         {
632                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
633                                 node = node->children[1];
634                         }
635                         else
636                         {
637                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
638                                 node = node->children[0];
639                         }
640                 }
641                 else
642                 {
643                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
644                         if (sides == 3)
645                         {
646                                 // recurse front side first because the svbsp building prefers it
647                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
648                                 {
649                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
650                                         node = node->children[1];
651                                 }
652                                 else
653                                 {
654                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
655                                         node = node->children[0];
656                                 }
657                         }
658                         else if (sides == 0)
659                                 return; // ERROR: NAN bounding box!
660                         else
661                                 node = node->children[sides - 1];
662                 }
663         }
664         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
665                 return;
666         leaf = (mleaf_t *)node;
667         if (info->svbsp_active)
668         {
669                 int i;
670                 mportal_t *portal;
671                 double points[128][3];
672                 for (portal = leaf->portals;portal;portal = portal->next)
673                 {
674                         for (i = 0;i < portal->numpoints;i++)
675                                 VectorCopy(portal->points[i].position, points[i]);
676                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
677                                 break;
678                 }
679                 if (portal == NULL)
680                         return; // no portals of this leaf visible
681         }
682         else
683         {
684                 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
685                         return;
686         }
687         // inserting occluders does not alter the leaf info
688         if (!info->svbsp_insertoccluder)
689         {
690                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
691                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
692                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
693                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
694                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
695                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
696                 if (info->outleafpvs)
697                 {
698                         int leafindex = leaf - info->model->brush.data_leafs;
699                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
700                         {
701                                 SETPVSBIT(info->outleafpvs, leafindex);
702                                 info->outleaflist[info->outnumleafs++] = leafindex;
703                         }
704                 }
705         }
706         if (info->outsurfacepvs)
707         {
708                 int leafsurfaceindex;
709                 int surfaceindex;
710                 int triangleindex, t;
711                 msurface_t *surface;
712                 const int *e;
713                 const vec_t *v[3];
714                 double v2[3][3];
715                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
716                 {
717                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
718                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
719                         {
720                                 surface = info->model->data_surfaces + surfaceindex;
721                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
722                                  && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
723                                 {
724                                         qboolean addedtris = false;
725                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
726                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
727                                         {
728                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
729                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
730                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
731                                                 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
732                                                 {
733                                                         if (info->svbsp_insertoccluder)
734                                                         {
735                                                                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
736                                                                         continue;
737                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
738                                                                         continue;
739                                                                 VectorCopy(v[0], v2[0]);
740                                                                 VectorCopy(v[1], v2[1]);
741                                                                 VectorCopy(v[2], v2[2]);
742                                                                 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
743                                                                         continue;
744                                                                 addedtris = true;
745                                                         }
746                                                         else
747                                                         {
748                                                                 if (info->svbsp_active)
749                                                                 {
750                                                                         VectorCopy(v[0], v2[0]);
751                                                                         VectorCopy(v[1], v2[1]);
752                                                                         VectorCopy(v[2], v2[2]);
753                                                                         if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
754                                                                                 continue;
755                                                                 }
756                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
757                                                                 {
758                                                                         // if the material is double sided we
759                                                                         // can't cull by direction
760                                                                         SETPVSBIT(info->outlighttrispvs, t);
761                                                                         addedtris = true;
762                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
763                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
764                                                                 }
765                                                                 else if (r_shadow_frontsidecasting.integer)
766                                                                 {
767                                                                         // front side casting occludes backfaces,
768                                                                         // so they are completely useless as both
769                                                                         // casters and lit polygons
770                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
771                                                                                 continue;
772                                                                         SETPVSBIT(info->outlighttrispvs, t);
773                                                                         addedtris = true;
774                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
775                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
776                                                                 }
777                                                                 else
778                                                                 {
779                                                                         // back side casting does not occlude
780                                                                         // anything so we can't cull lit polygons
781                                                                         SETPVSBIT(info->outlighttrispvs, t);
782                                                                         addedtris = true;
783                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
784                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
785                                                                 }
786                                                         }
787                                                 }
788                                         }
789                                         if (addedtris)
790                                         {
791                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
792                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
793                                         }
794                                 }
795                         }
796                 }
797         }
798 }
799
800 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
801 {
802         if (use_svbsp)
803         {
804                 double origin[3];
805                 VectorCopy(info->relativelightorigin, origin);
806                 if (!r_svbsp.nodes)
807                 {
808                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
809                         r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
810                 }
811                 info->svbsp_active = true;
812                 info->svbsp_insertoccluder = true;
813                 for (;;)
814                 {
815                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
816                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
817                         // if that failed, retry with more nodes
818                         if (r_svbsp.ranoutofnodes)
819                         {
820                                 // an upper limit is imposed
821                                 if (r_svbsp.maxnodes >= 2<<22)
822                                         break;
823                                 Mem_Free(r_svbsp.nodes);
824                                 r_svbsp.maxnodes *= 2;
825                                 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
826                         }
827                         else
828                                 break;
829                 }
830                 // now clear the surfacepvs array because we need to redo it
831                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
832                 info->outnumsurfaces = 0;
833         }
834         else
835                 info->svbsp_active = false;
836
837         // we HAVE to mark the leaf the light is in as lit, because portals are
838         // irrelevant to a leaf that the light source is inside of
839         // (and they are all facing away, too)
840         {
841                 mnode_t *node = info->model->brush.data_nodes;
842                 mleaf_t *leaf;
843                 while (node->plane)
844                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
845                 leaf = (mleaf_t *)node;
846                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
847                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
848                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
849                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
850                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
851                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
852                 if (info->outleafpvs)
853                 {
854                         int leafindex = leaf - info->model->brush.data_leafs;
855                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
856                         {
857                                 SETPVSBIT(info->outleafpvs, leafindex);
858                                 info->outleaflist[info->outnumleafs++] = leafindex;
859                         }
860                 }
861         }
862
863         info->svbsp_insertoccluder = false;
864         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
865         if (developer.integer >= 100 && use_svbsp)
866         {
867                 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
868                 Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
869                 Con_Printf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
870         }
871 }
872
873 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs)
874 {
875         r_q1bsp_getlightinfo_t info;
876         VectorCopy(relativelightorigin, info.relativelightorigin);
877         info.lightradius = lightradius;
878         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
879         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
880         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
881         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
882         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
883         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
884         if (ent->model == NULL)
885         {
886                 VectorCopy(info.lightmins, outmins);
887                 VectorCopy(info.lightmaxs, outmaxs);
888                 *outnumleafspointer = 0;
889                 *outnumsurfacespointer = 0;
890                 return;
891         }
892         info.model = ent->model;
893         info.outleaflist = outleaflist;
894         info.outleafpvs = outleafpvs;
895         info.outnumleafs = 0;
896         info.outsurfacelist = outsurfacelist;
897         info.outsurfacepvs = outsurfacepvs;
898         info.outshadowtrispvs = outshadowtrispvs;
899         info.outlighttrispvs = outlighttrispvs;
900         info.outnumsurfaces = 0;
901         VectorCopy(info.relativelightorigin, info.outmins);
902         VectorCopy(info.relativelightorigin, info.outmaxs);
903         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
904         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
905         if (info.model->brush.shadowmesh)
906                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
907         else
908                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
909         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
910         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
911                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
912         else
913                 info.pvs = NULL;
914         R_UpdateAllTextureInfo(ent);
915
916         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
917         {
918                 // use portal recursion for exact light volume culling, and exact surface checking
919                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
920         }
921         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
922         {
923                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
924                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
925         }
926         else
927         {
928                 // recurse the bsp tree, checking leafs and surfaces for visibility
929                 // optionally using svbsp for exact culling of compiled lights
930                 // (or if the user enables dlight svbsp culling, which is mostly for
931                 //  debugging not actual use)
932                 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
933         }
934
935         // limit combined leaf box to light boundaries
936         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
937         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
938         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
939         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
940         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
941         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
942
943         *outnumleafspointer = info.outnumleafs;
944         *outnumsurfacespointer = info.outnumsurfaces;
945 }
946
947 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
948 {
949         model_t *model = ent->model;
950         msurface_t *surface;
951         int surfacelistindex;
952         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
953         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
954         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
955         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
956         {
957                 surface = model->data_surfaces + surfacelist[surfacelistindex];
958                 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
959                         continue;
960                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
961         }
962         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
963         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
964 }
965
966 extern cvar_t r_polygonoffset_submodel_factor;
967 extern cvar_t r_polygonoffset_submodel_offset;
968 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
969 {
970         model_t *model = ent->model;
971         msurface_t *surface;
972         int modelsurfacelistindex;
973         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
974         // check the box in modelspace, it was already checked in worldspace
975         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
976                 return;
977         R_UpdateAllTextureInfo(ent);
978         if (ent->model->brush.submodel)
979                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
980         if (model->brush.shadowmesh)
981         {
982                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
983                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
984                 {
985                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
986                         if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
987                                 continue;
988                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
989                 }
990                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
991         }
992         else
993         {
994                 projectdistance = lightradius + model->radius*2;
995                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
996                 // identify lit faces within the bounding box
997                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
998                 {
999                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1000                         rsurface.texture = surface->texture->currentframe;
1001                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1002                                 continue;
1003                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
1004                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1005                 }
1006                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
1007         }
1008         if (ent->model->brush.submodel)
1009                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1010 }
1011
1012 #define BATCHSIZE 1024
1013
1014 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1015 {
1016         int i, j, endsurface;
1017         texture_t *t;
1018         msurface_t *surface;
1019         // note: in practice this never actually receives batches), oh well
1020         R_Shadow_RenderMode_Begin();
1021         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
1022         R_Shadow_RenderMode_Lighting(false, true);
1023         R_Shadow_SetupEntityLight(ent);
1024         for (i = 0;i < numsurfaces;i = j)
1025         {
1026                 j = i + 1;
1027                 surface = rsurface.modelsurfaces + surfacelist[i];
1028                 t = surface->texture;
1029                 R_UpdateTextureInfo(ent, t);
1030                 rsurface.texture = t->currentframe;
1031                 endsurface = min(j + BATCHSIZE, numsurfaces);
1032                 for (j = i;j < endsurface;j++)
1033                 {
1034                         surface = rsurface.modelsurfaces + surfacelist[j];
1035                         if (t != surface->texture)
1036                                 break;
1037                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1038                         R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
1039                 }
1040         }
1041         R_Shadow_RenderMode_End();
1042 }
1043
1044 #define RSURF_MAX_BATCHSURFACES 8192
1045
1046 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
1047 {
1048         model_t *model = ent->model;
1049         msurface_t *surface;
1050         int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
1051         qboolean usebufferobject, culltriangles;
1052         const int *element3i;
1053         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1054         int batchelements[BATCHSIZE*3];
1055         texture_t *tex;
1056         CHECKGLERROR
1057         R_UpdateAllTextureInfo(ent);
1058         culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
1059         element3i = rsurface.modelelement3i;
1060         // this is a double loop because non-visible surface skipping has to be
1061         // fast, and even if this is not the world model (and hence no visibility
1062         // checking) the input surface list and batch buffer are different formats
1063         // so some processing is necessary.  (luckily models have few surfaces)
1064         for (i = 0;i < numsurfaces;)
1065         {
1066                 batchnumsurfaces = 0;
1067                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1068                 if (ent == r_refdef.scene.worldentity)
1069                 {
1070                         for (;i < endsurface;i++)
1071                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1072                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1073                 }
1074                 else
1075                 {
1076                         for (;i < endsurface;i++)
1077                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1078                 }
1079                 if (!batchnumsurfaces)
1080                         continue;
1081                 for (k = 0;k < batchnumsurfaces;k = kend)
1082                 {
1083                         surface = batchsurfacelist[k];
1084                         tex = surface->texture;
1085                         rsurface.texture = tex->currentframe;
1086                         // gather surfaces into a batch range
1087                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1088                                 ;
1089                         // now figure out what to do with this particular range of surfaces
1090                         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
1091                         {
1092                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1093                                 {
1094                                         vec3_t tempcenter, center;
1095                                         for (l = k;l < kend;l++)
1096                                         {
1097                                                 surface = batchsurfacelist[l];
1098                                                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1099                                                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1100                                                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1101                                                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1102                                                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1103                                         }
1104                                 }
1105                                 else
1106                                 {
1107                                         // use the bufferobject if all triangles are accepted
1108                                         usebufferobject = true;
1109                                         batchnumtriangles = 0;
1110                                         batchfirsttriangle = surface->num_firsttriangle;
1111                                         for (l = k;l < kend;l++)
1112                                         {
1113                                                 surface = batchsurfacelist[l];
1114                                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1115                                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1116                                                 {
1117                                                         if (trispvs)
1118                                                         {
1119                                                                 if (!CHECKPVSBIT(trispvs, m))
1120                                                                 {
1121                                                                         usebufferobject = false;
1122                                                                         continue;
1123                                                                 }
1124                                                         }
1125                                                         else if (culltriangles)
1126                                                         {
1127                                                                 if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
1128                                                                 {
1129                                                                         usebufferobject = false;
1130                                                                         continue;
1131                                                                 }
1132                                                         }
1133                                                         if (batchnumtriangles >= BATCHSIZE)
1134                                                         {
1135                                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1136                                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1137                                                                 if (usebufferobject && batchnumtriangles >= 100)
1138                                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
1139                                                                 else
1140                                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1141                                                                 usebufferobject = true;
1142                                                                 batchnumtriangles = 0;
1143                                                                 batchfirsttriangle = m;
1144                                                         }
1145                                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1146                                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1147                                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1148                                                         batchnumtriangles++;
1149                                                 }
1150                                         }
1151                                         if (batchnumtriangles > 0)
1152                                         {
1153                                                 r_refdef.stats.lights_lighttriangles += batchnumtriangles;
1154                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1155                                                 if (usebufferobject && batchnumtriangles >= 100)
1156                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
1157                                                 else
1158                                                         R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
1159                                         }
1160                                 }
1161                         }
1162                 }
1163         }
1164 }
1165
1166 //Made by [515]
1167 void R_ReplaceWorldTexture (void)
1168 {
1169         model_t         *m;
1170         texture_t       *t;
1171         int                     i;
1172         const char      *r, *newt;
1173         skinframe_t *skinframe;
1174         if (!r_refdef.scene.worldmodel)
1175         {
1176                 Con_Printf("There is no worldmodel\n");
1177                 return;
1178         }
1179         m = r_refdef.scene.worldmodel;
1180
1181         if(Cmd_Argc() < 2)
1182         {
1183                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1184                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1185                 return;
1186         }
1187         if(!cl.islocalgame || !cl.worldmodel)
1188         {
1189                 Con_Print("This command works only in singleplayer\n");
1190                 return;
1191         }
1192         r = Cmd_Argv(1);
1193         newt = Cmd_Argv(2);
1194         if(!newt[0])
1195                 newt = r;
1196         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1197         {
1198                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1199                 {
1200                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
1201                         {
1202 //                              t->skinframes[0] = skinframe;
1203                                 t->currentskinframe = skinframe;
1204                                 t->currentskinframe = skinframe;
1205                                 Con_Printf("%s replaced with %s\n", r, newt);
1206                         }
1207                         else
1208                         {
1209                                 Con_Printf("%s was not found\n", newt);
1210                                 return;
1211                         }
1212                 }
1213         }
1214 }
1215
1216 //Made by [515]
1217 void R_ListWorldTextures (void)
1218 {
1219         model_t         *m;
1220         texture_t       *t;
1221         int                     i;
1222         if (!r_refdef.scene.worldmodel)
1223         {
1224                 Con_Printf("There is no worldmodel\n");
1225                 return;
1226         }
1227         m = r_refdef.scene.worldmodel;
1228
1229         Con_Print("Worldmodel textures :\n");
1230         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1231                 if (t->numskinframes)
1232                         Con_Printf("%s\n", t->name);
1233 }
1234
1235 #if 0
1236 static void gl_surf_start(void)
1237 {
1238 }
1239
1240 static void gl_surf_shutdown(void)
1241 {
1242 }
1243
1244 static void gl_surf_newmap(void)
1245 {
1246 }
1247 #endif
1248
1249 void GL_Surf_Init(void)
1250 {
1251
1252         Cvar_RegisterVariable(&r_ambient);
1253         Cvar_RegisterVariable(&r_lockpvs);
1254         Cvar_RegisterVariable(&r_lockvisibility);
1255         Cvar_RegisterVariable(&r_useportalculling);
1256         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1257
1258         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1259         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1260
1261         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1262 }
1263