BIH building and recursion no longer directly links leaf nodes into the
[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 #include "csprogs.h"
26
27 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
28 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)"};
29 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)"};
30 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
31 cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"};
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         dp_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 = (unsigned char *) 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         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
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         if (stain)
103         {
104                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
105                 {
106                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
107                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
108                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
109                         out[3] = 255;
110                 }
111         }
112         else
113         {
114                 for (i = 0;i < size;i++, bl += 3, out += 4)
115                 {
116                         l = bl[0] >> 8;out[2] = min(l, 255);
117                         l = bl[1] >> 8;out[1] = min(l, 255);
118                         l = bl[2] >> 8;out[0] = min(l, 255);
119                         out[3] = 255;
120                 }
121         }
122
123         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
124
125         // update the surface's deluxemap if it has one
126         if (surface->deluxemaptexture != r_texture_blanknormalmap)
127         {
128                 vec3_t n;
129                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
130                 lightmap = surface->lightmapinfo->samples;
131                 // clear to no normalmap
132                 bl = intblocklights;
133                 memset(bl, 0, size3*sizeof(*bl));
134                 // add all the normalmaps
135                 if (lightmap && normalmap)
136                 {
137                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
138                         {
139                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
140                                 {
141                                         // add the normalmap with weighting proportional to the style's lightmap intensity
142                                         l = (int)(VectorLength(lightmap + i*3) * scale);
143                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
144                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
145                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
146                                 }
147                         }
148                 }
149                 bl = intblocklights;
150                 out = templight;
151                 // we simply renormalize the weighted normals to get a valid deluxemap
152                 for (i = 0;i < size;i++, bl += 3, out += 4)
153                 {
154                         VectorCopy(bl, n);
155                         VectorNormalize(n);
156                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
157                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
158                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
159                         out[3] = 255;
160                 }
161                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
162         }
163 }
164
165 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
166 {
167         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
168         msurface_t *surface, *endsurface;
169         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
170         unsigned char *bl;
171         vec3_t impact;
172
173         maxdist = radius * radius;
174         invradius = 1.0f / radius;
175
176 loc0:
177         if (!node->plane)
178                 return;
179         ndist = PlaneDiff(origin, node->plane);
180         if (ndist > radius)
181         {
182                 node = node->children[0];
183                 goto loc0;
184         }
185         if (ndist < -radius)
186         {
187                 node = node->children[1];
188                 goto loc0;
189         }
190
191         dist2 = ndist * ndist;
192         maxdist3 = maxdist - dist2;
193
194         if (node->plane->type < 3)
195         {
196                 VectorCopy(origin, impact);
197                 impact[node->plane->type] -= ndist;
198         }
199         else
200         {
201                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
202                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
203                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
204         }
205
206         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
207         {
208                 if (surface->lightmapinfo->stainsamples)
209                 {
210                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
211                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
212
213                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
214                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
215
216                         s = bound(0, impacts, smax * 16) - impacts;
217                         t = bound(0, impactt, tmax * 16) - impactt;
218                         i = (int)(s * s + t * t + dist2);
219                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
220                                 continue;
221
222                         // reduce calculations
223                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
224                                 sdtable[s] = i * i + dist2;
225
226                         bl = surface->lightmapinfo->stainsamples;
227                         smax3 = smax * 3;
228                         stained = false;
229
230                         i = impactt;
231                         for (t = 0;t < tmax;t++, i -= 16)
232                         {
233                                 td = i * i;
234                                 // make sure some part of it is visible on this line
235                                 if (td < maxdist3)
236                                 {
237                                         maxdist2 = maxdist - td;
238                                         for (s = 0;s < smax;s++)
239                                         {
240                                                 if (sdtable[s] < maxdist2)
241                                                 {
242                                                         ratio = lhrandom(0.0f, 1.0f);
243                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
244                                                         if (a >= (1.0f / 64.0f))
245                                                         {
246                                                                 if (a > 1)
247                                                                         a = 1;
248                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
249                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
250                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
251                                                                 stained = true;
252                                                         }
253                                                 }
254                                                 bl += 3;
255                                         }
256                                 }
257                                 else // skip line
258                                         bl += smax3;
259                         }
260                         // force lightmap upload
261                         if (stained)
262                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
263                 }
264         }
265
266         if (node->children[0]->plane)
267         {
268                 if (node->children[1]->plane)
269                 {
270                         R_StainNode(node->children[0], model, origin, radius, fcolor);
271                         node = node->children[1];
272                         goto loc0;
273                 }
274                 else
275                 {
276                         node = node->children[0];
277                         goto loc0;
278                 }
279         }
280         else if (node->children[1]->plane)
281         {
282                 node = node->children[1];
283                 goto loc0;
284         }
285 }
286
287 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)
288 {
289         int n;
290         float fcolor[8];
291         entity_render_t *ent;
292         dp_model_t *model;
293         vec3_t org;
294         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
295                 return;
296         fcolor[0] = cr1;
297         fcolor[1] = cg1;
298         fcolor[2] = cb1;
299         fcolor[3] = ca1 * (1.0f / 64.0f);
300         fcolor[4] = cr2 - cr1;
301         fcolor[5] = cg2 - cg1;
302         fcolor[6] = cb2 - cb1;
303         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
304
305         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
306
307         // look for embedded bmodels
308         for (n = 0;n < cl.num_brushmodel_entities;n++)
309         {
310                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
311                 model = ent->model;
312                 if (model && model->name[0] == '*')
313                 {
314                         if (model->brush.data_nodes)
315                         {
316                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
317                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
318                         }
319                 }
320         }
321 }
322
323
324 /*
325 =============================================================
326
327         BRUSH MODELS
328
329 =============================================================
330 */
331
332 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
333 {
334         // due to the hacky nature of this function's parameters, this is never
335         // called with a batch, so numsurfaces is always 1, and the surfacelist
336         // contains only a leaf number for coloring purposes
337         const mportal_t *portal = (mportal_t *)ent;
338         qboolean isvis;
339         int i, numpoints;
340         float *v;
341         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
342         CHECKGLERROR
343         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
344         GL_DepthMask(false);
345         GL_DepthRange(0, 1);
346         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
347         GL_DepthTest(true);
348         GL_CullFace(GL_NONE);
349         R_EntityMatrix(&identitymatrix);
350
351         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
352
353 //      R_Mesh_ResetTextureState();
354
355         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
356
357         i = surfacelist[0] >> 1;
358         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361                          isvis ? 0.125f : 0.03125f);
362         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
363                 VectorCopy(portal->points[i].position, v);
364         R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
365         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
366         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
367 }
368
369 // LordHavoc: this is just a nice debugging tool, very slow
370 void R_DrawPortals(void)
371 {
372         int i, leafnum;
373         mportal_t *portal;
374         float center[3], f;
375         dp_model_t *model = r_refdef.scene.worldmodel;
376         if (model == NULL)
377                 return;
378         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
379         {
380                 if (r_refdef.viewcache.world_leafvisible[leafnum])
381                 {
382                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
383                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
384                         {
385                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
386                                 if (!R_CullBox(portal->mins, portal->maxs))
387                                 {
388                                         VectorClear(center);
389                                         for (i = 0;i < portal->numpoints;i++)
390                                                 VectorAdd(center, portal->points[i].position, center);
391                                         f = ixtable[portal->numpoints];
392                                         VectorScale(center, f, center);
393                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
394                                 }
395                         }
396                 }
397         }
398 }
399
400 void R_View_WorldVisibility(qboolean forcenovis)
401 {
402         int i, j, *mark;
403         mleaf_t *leaf;
404         mleaf_t *viewleaf;
405         dp_model_t *model = r_refdef.scene.worldmodel;
406
407         if (!model)
408                 return;
409
410         if (r_refdef.view.usecustompvs)
411         {
412                 // clear the visible surface and leaf flags arrays
413                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
414                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
415                 r_refdef.viewcache.world_novis = false;
416
417                 // simply cull each marked leaf to the frustum (view pyramid)
418                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
419                 {
420                         // if leaf is in current pvs and on the screen, mark its surfaces
421                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
422                         {
423                                 r_refdef.stats.world_leafs++;
424                                 r_refdef.viewcache.world_leafvisible[j] = true;
425                                 if (leaf->numleafsurfaces)
426                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
427                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
428                         }
429                 }
430                 return;
431         }
432
433         // if possible find the leaf the view origin is in
434         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
435         // if possible fetch the visible cluster bits
436         if (!r_lockpvs.integer && model->brush.FatPVS)
437                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
438
439         if (!r_lockvisibility.integer)
440         {
441                 // clear the visible surface and leaf flags arrays
442                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
443                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
444
445                 r_refdef.viewcache.world_novis = false;
446
447                 // if floating around in the void (no pvs data available, and no
448                 // portals available), simply use all on-screen leafs.
449                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
450                 {
451                         // no visibility method: (used when floating around in the void)
452                         // simply cull each leaf to the frustum (view pyramid)
453                         // similar to quake's RecursiveWorldNode but without cache misses
454                         r_refdef.viewcache.world_novis = true;
455                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
456                         {
457                                 // if leaf is in current pvs and on the screen, mark its surfaces
458                                 if (!R_CullBox(leaf->mins, leaf->maxs))
459                                 {
460                                         r_refdef.stats.world_leafs++;
461                                         r_refdef.viewcache.world_leafvisible[j] = true;
462                                         if (leaf->numleafsurfaces)
463                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
464                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
465                                 }
466                         }
467                 }
468                 // just check if each leaf in the PVS is on screen
469                 // (unless portal culling is enabled)
470                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
471                 {
472                         // pvs method:
473                         // simply check if each leaf is in the Potentially Visible Set,
474                         // and cull to frustum (view pyramid)
475                         // similar to quake's RecursiveWorldNode but without cache misses
476                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
477                         {
478                                 // if leaf is in current pvs and on the screen, mark its surfaces
479                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
480                                 {
481                                         r_refdef.stats.world_leafs++;
482                                         r_refdef.viewcache.world_leafvisible[j] = true;
483                                         if (leaf->numleafsurfaces)
484                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
485                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
486                                 }
487                         }
488                 }
489                 // if desired use a recursive portal flow, culling each portal to
490                 // frustum and checking if the leaf the portal leads to is in the pvs
491                 else
492                 {
493                         int leafstackpos;
494                         mportal_t *p;
495                         mleaf_t *leafstack[8192];
496                         // simple-frustum portal method:
497                         // follows portals leading outward from viewleaf, does not venture
498                         // offscreen or into leafs that are not visible, faster than
499                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
500                         // often culls some surfaces that pvs alone would miss
501                         // (such as a room in pvs that is hidden behind a wall, but the
502                         //  passage leading to the room is off-screen)
503                         leafstack[0] = viewleaf;
504                         leafstackpos = 1;
505                         while (leafstackpos)
506                         {
507                                 leaf = leafstack[--leafstackpos];
508                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
509                                         continue;
510                                 r_refdef.stats.world_leafs++;
511                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
512                                 // mark any surfaces bounding this leaf
513                                 if (leaf->numleafsurfaces)
514                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
515                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
516                                 // follow portals into other leafs
517                                 // the checks are:
518                                 // if viewer is behind portal (portal faces outward into the scene)
519                                 // and the portal polygon's bounding box is on the screen
520                                 // and the leaf has not been visited yet
521                                 // and the leaf is visible in the pvs
522                                 // (the first two checks won't cause as many cache misses as the leaf checks)
523                                 for (p = leaf->portals;p;p = p->next)
524                                 {
525                                         r_refdef.stats.world_portals++;
526                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
527                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
528                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
529                                          && !R_CullBox(p->mins, p->maxs)
530                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
531                                                 leafstack[leafstackpos++] = p->past;
532                                 }
533                         }
534                 }
535         }
536
537         if (r_usesurfaceculling.integer)
538         {
539                 int k = model->firstmodelsurface;
540                 int l = k + model->nummodelsurfaces;
541                 unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
542                 msurface_t *surfaces = model->data_surfaces;
543                 msurface_t *surface;
544                 for (;k < l;k++)
545                 {
546                         if (visible[k])
547                         {
548                                 surface = surfaces + k;
549                                 if (R_CullBox(surface->mins, surface->maxs))
550                                         visible[k] = false;
551                         }
552                 }
553 }
554 }
555
556 void R_Q1BSP_DrawSky(entity_render_t *ent)
557 {
558         if (ent->model == NULL)
559                 return;
560         if (ent == r_refdef.scene.worldentity)
561                 R_DrawWorldSurfaces(true, true, false, false, false);
562         else
563                 R_DrawModelSurfaces(ent, true, true, false, false, false);
564 }
565
566 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
567 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
568 {
569         int i, j, n, flagsmask;
570         dp_model_t *model = ent->model;
571         msurface_t *surfaces;
572         if (model == NULL)
573                 return;
574
575         if (ent == r_refdef.scene.worldentity)
576                 RSurf_ActiveWorldEntity();
577         else
578                 RSurf_ActiveModelEntity(ent, false, false, false);
579
580         surfaces = model->data_surfaces;
581         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
582
583         // add visible surfaces to draw list
584         if (ent == r_refdef.scene.worldentity)
585         {
586                 for (i = 0;i < model->nummodelsurfaces;i++)
587                 {
588                         j = model->sortedmodelsurfaces[i];
589                         if (r_refdef.viewcache.world_surfacevisible[j])
590                                 if (surfaces[j].texture->basematerialflags & flagsmask)
591                                         R_Water_AddWaterPlane(surfaces + j, 0);
592                 }
593         }
594         else
595         {
596                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
597                         n = ent->entitynumber;
598                 else
599                         n = 0;
600                 for (i = 0;i < model->nummodelsurfaces;i++)
601                 {
602                         j = model->sortedmodelsurfaces[i];
603                         if (surfaces[j].texture->basematerialflags & flagsmask)
604                                 R_Water_AddWaterPlane(surfaces + j, n);
605                 }
606         }
607         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
608 }
609
610 void R_Q1BSP_Draw(entity_render_t *ent)
611 {
612         dp_model_t *model = ent->model;
613         if (model == NULL)
614                 return;
615         if (ent == r_refdef.scene.worldentity)
616                 R_DrawWorldSurfaces(false, true, false, false, false);
617         else
618                 R_DrawModelSurfaces(ent, false, true, false, false, false);
619 }
620
621 void R_Q1BSP_DrawDepth(entity_render_t *ent)
622 {
623         dp_model_t *model = ent->model;
624         if (model == NULL)
625                 return;
626         GL_ColorMask(0,0,0,0);
627         GL_Color(1,1,1,1);
628         GL_DepthTest(true);
629         GL_BlendFunc(GL_ONE, GL_ZERO);
630         GL_DepthMask(true);
631 //      R_Mesh_ResetTextureState();
632         R_SetupShader_DepthOrShadow();
633         if (ent == r_refdef.scene.worldentity)
634                 R_DrawWorldSurfaces(false, false, true, false, false);
635         else
636                 R_DrawModelSurfaces(ent, false, false, true, false, false);
637         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
638 }
639
640 void R_Q1BSP_DrawDebug(entity_render_t *ent)
641 {
642         if (ent->model == NULL)
643                 return;
644         if (ent == r_refdef.scene.worldentity)
645                 R_DrawWorldSurfaces(false, false, false, true, false);
646         else
647                 R_DrawModelSurfaces(ent, false, false, false, true, false);
648 }
649
650 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
651 {
652         dp_model_t *model = ent->model;
653         if (model == NULL)
654                 return;
655         if (ent == r_refdef.scene.worldentity)
656                 R_DrawWorldSurfaces(false, true, false, false, true);
657         else
658                 R_DrawModelSurfaces(ent, false, true, false, false, true);
659 }
660
661 typedef struct r_q1bsp_getlightinfo_s
662 {
663         dp_model_t *model;
664         vec3_t relativelightorigin;
665         float lightradius;
666         int *outleaflist;
667         unsigned char *outleafpvs;
668         int outnumleafs;
669         unsigned char *visitingleafpvs;
670         int *outsurfacelist;
671         unsigned char *outsurfacepvs;
672         unsigned char *tempsurfacepvs;
673         unsigned char *outshadowtrispvs;
674         unsigned char *outlighttrispvs;
675         int outnumsurfaces;
676         vec3_t outmins;
677         vec3_t outmaxs;
678         vec3_t lightmins;
679         vec3_t lightmaxs;
680         const unsigned char *pvs;
681         qboolean svbsp_active;
682         qboolean svbsp_insertoccluder;
683         int numfrustumplanes;
684         const mplane_t *frustumplanes;
685 }
686 r_q1bsp_getlightinfo_t;
687
688 #define GETLIGHTINFO_MAXNODESTACK 4096
689
690 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
691 {
692         // nodestack
693         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
694         int nodestackpos = 0;
695         // node processing
696         mplane_t *plane;
697         mnode_t *node;
698         int sides;
699         // leaf processing
700         mleaf_t *leaf;
701         const msurface_t *surface;
702         const msurface_t *surfaces = info->model->data_surfaces;
703         int numleafsurfaces;
704         int leafsurfaceindex;
705         int surfaceindex;
706         int triangleindex, t;
707         int currentmaterialflags;
708         qboolean castshadow;
709         const int *e;
710         const vec_t *v[3];
711         float v2[3][3];
712         qboolean insidebox;
713         qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
714         qboolean svbspactive = info->svbsp_active;
715         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
716         const int *leafsurfaceindices;
717         qboolean addedtris;
718         int i;
719         mportal_t *portal;
720         static float points[128][3];
721         // push the root node onto our nodestack
722         nodestack[nodestackpos++] = info->model->brush.data_nodes;
723         // we'll be done when the nodestack is empty
724         while (nodestackpos)
725         {
726                 // get a node from the stack to process
727                 node = nodestack[--nodestackpos];
728                 // is it a node or a leaf?
729                 plane = node->plane;
730                 if (plane)
731                 {
732                         // node
733 #if 0
734                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
735                                 continue;
736 #endif
737 #if 0
738                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
739                                 continue;
740 #endif
741                         // axial planes can be processed much more quickly
742                         if (plane->type < 3)
743                         {
744                                 // axial plane
745                                 if (info->lightmins[plane->type] > plane->dist)
746                                         nodestack[nodestackpos++] = node->children[0];
747                                 else if (info->lightmaxs[plane->type] < plane->dist)
748                                         nodestack[nodestackpos++] = node->children[1];
749                                 else
750                                 {
751                                         // recurse front side first because the svbsp building prefers it
752                                         if (info->relativelightorigin[plane->type] >= plane->dist)
753                                         {
754                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
755                                                         nodestack[nodestackpos++] = node->children[0];
756                                                 nodestack[nodestackpos++] = node->children[1];
757                                         }
758                                         else
759                                         {
760                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
761                                                         nodestack[nodestackpos++] = node->children[1];
762                                                 nodestack[nodestackpos++] = node->children[0];
763                                         }
764                                 }
765                         }
766                         else
767                         {
768                                 // sloped plane
769                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
770                                 switch (sides)
771                                 {
772                                 default:
773                                         continue; // ERROR: NAN bounding box!
774                                 case 1:
775                                         nodestack[nodestackpos++] = node->children[0];
776                                         break;
777                                 case 2:
778                                         nodestack[nodestackpos++] = node->children[1];
779                                         break;
780                                 case 3:
781                                         // recurse front side first because the svbsp building prefers it
782                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
783                                         {
784                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
785                                                         nodestack[nodestackpos++] = node->children[0];
786                                                 nodestack[nodestackpos++] = node->children[1];
787                                         }
788                                         else
789                                         {
790                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
791                                                         nodestack[nodestackpos++] = node->children[1];
792                                                 nodestack[nodestackpos++] = node->children[0];
793                                         }
794                                         break;
795                                 }
796                         }
797                 }
798                 else
799                 {
800                         // leaf
801                         leaf = (mleaf_t *)node;
802 #if 1
803                         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
804                                 continue;
805 #endif
806 #if 1
807                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
808                                 continue;
809 #endif
810 #if 1
811                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
812                                 continue;
813 #endif
814
815                         if (svbspactive)
816                         {
817                                 // we can occlusion test the leaf by checking if all of its portals
818                                 // are occluded (unless the light is in this leaf - but that was
819                                 // already handled by the caller)
820                                 for (portal = leaf->portals;portal;portal = portal->next)
821                                 {
822                                         for (i = 0;i < portal->numpoints;i++)
823                                                 VectorCopy(portal->points[i].position, points[i]);
824                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
825                                                 break;
826                                 }
827                                 if (leaf->portals && portal == NULL)
828                                         continue; // no portals of this leaf visible
829                         }
830
831                         // add this leaf to the reduced light bounds
832                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
833                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
834                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
835                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
836                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
837                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
838
839                         // mark this leaf as being visible to the light
840                         if (info->outleafpvs)
841                         {
842                                 int leafindex = leaf - info->model->brush.data_leafs;
843                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
844                                 {
845                                         SETPVSBIT(info->outleafpvs, leafindex);
846                                         info->outleaflist[info->outnumleafs++] = leafindex;
847                                 }
848                         }
849
850                         // when using BIH, we skip the surfaces here
851                         if (skipsurfaces)
852                                 continue;
853
854                         // iterate the surfaces linked by this leaf and check their triangles
855                         leafsurfaceindices = leaf->firstleafsurface;
856                         numleafsurfaces = leaf->numleafsurfaces;
857                         if (svbspinsertoccluder)
858                         {
859                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
860                                 {
861                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
862                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
863                                                 continue;
864                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
865                                         surface = surfaces + surfaceindex;
866                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
867                                                 continue;
868                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
869                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
870                                         if (!castshadow)
871                                                 continue;
872                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
873                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
874                                         {
875                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
876                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
877                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
878                                                 VectorCopy(v[0], v2[0]);
879                                                 VectorCopy(v[1], v2[1]);
880                                                 VectorCopy(v[2], v2[2]);
881                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
882                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
883                                         }
884                                 }
885                         }
886                         else
887                         {
888                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
889                                 {
890                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
891                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
892                                                 continue;
893                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
894                                         surface = surfaces + surfaceindex;
895                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
896                                                 continue;
897                                         addedtris = false;
898                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
899                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
900                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
901                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
902                                         {
903                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
904                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
905                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
906                                                 VectorCopy(v[0], v2[0]);
907                                                 VectorCopy(v[1], v2[1]);
908                                                 VectorCopy(v[2], v2[2]);
909                                                 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
910                                                         continue;
911                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
912                                                         continue;
913                                                 // we don't omit triangles from lighting even if they are
914                                                 // backfacing, because when using shadowmapping they are often
915                                                 // not fully occluded on the horizon of an edge
916                                                 SETPVSBIT(info->outlighttrispvs, t);
917                                                 addedtris = true;
918                                                 if (castshadow)
919                                                 {
920                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
921                                                         {
922                                                                 // if the material is double sided we
923                                                                 // can't cull by direction
924                                                                 SETPVSBIT(info->outshadowtrispvs, t);
925                                                         }
926                                                         else if (frontsidecasting)
927                                                         {
928                                                                 // front side casting occludes backfaces,
929                                                                 // so they are completely useless as both
930                                                                 // casters and lit polygons
931                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
932                                                                         SETPVSBIT(info->outshadowtrispvs, t);
933                                                         }
934                                                         else
935                                                         {
936                                                                 // back side casting does not occlude
937                                                                 // anything so we can't cull lit polygons
938                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
939                                                                         SETPVSBIT(info->outshadowtrispvs, t);
940                                                         }
941                                                 }
942                                         }
943                                         if (addedtris)
944                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
945                                 }
946                         }
947                 }
948         }
949 }
950
951 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
952 {
953         bih_leaf_t *leaf;
954         bih_node_t *node;
955         int nodenum;
956         int axis;
957         int surfaceindex;
958         int t;
959         int nodeleafindex;
960         const int *nodeleaflist;
961         int currentmaterialflags;
962         qboolean castshadow;
963         msurface_t *surface;
964         const int *e;
965         const vec_t *v[3];
966         float v2[3][3];
967         int nodestack[GETLIGHTINFO_MAXNODESTACK];
968         int nodestackpos = 0;
969         // note: because the BSP leafs are not in the BIH tree, the _BSP function
970         // must be called to mark leafs visible for entity culling...
971         // we start at the root node
972         nodestack[nodestackpos++] = bih->rootnode;
973         // we'll be done when the stack is empty
974         while (nodestackpos)
975         {
976                 // pop one off the stack to process
977                 nodenum = nodestack[--nodestackpos];
978                 // node
979                 node = bih->nodes + nodenum;
980                 if (node->type == BIH_UNORDERED)
981                 {
982                         nodeleaflist = node->children;
983                         for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
984                         {
985                                 leaf = bih->leafs + node->children[nodeleafindex];
986                                 if (leaf->type != BIH_RENDERTRIANGLE)
987                                         continue;
988 #if 1
989                                 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
990                                         continue;
991 #endif
992 #if 1
993                                 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
994                                         continue;
995 #endif
996                                 surfaceindex = leaf->surfaceindex;
997                                 surface = info->model->data_surfaces + surfaceindex;
998                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
999                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1000                                 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1001                                 e = info->model->brush.shadowmesh->element3i + t * 3;
1002                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1003                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1004                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1005                                 VectorCopy(v[0], v2[0]);
1006                                 VectorCopy(v[1], v2[1]);
1007                                 VectorCopy(v[2], v2[2]);
1008                                 if (info->svbsp_insertoccluder)
1009                                 {
1010                                         if (castshadow)
1011                                                 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1012                                         continue;
1013                                 }
1014                                 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1015                                         continue;
1016                                 // we don't occlude triangles from lighting even
1017                                 // if they are backfacing, because when using
1018                                 // shadowmapping they are often not fully occluded
1019                                 // on the horizon of an edge
1020                                 SETPVSBIT(info->outlighttrispvs, t);
1021                                 if (castshadow)
1022                                 {
1023                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1024                                         {
1025                                                 // if the material is double sided we
1026                                                 // can't cull by direction
1027                                                 SETPVSBIT(info->outshadowtrispvs, t);
1028                                         }
1029                                         else if (r_shadow_frontsidecasting.integer)
1030                                         {
1031                                                 // front side casting occludes backfaces,
1032                                                 // so they are completely useless as both
1033                                                 // casters and lit polygons
1034                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1035                                                         SETPVSBIT(info->outshadowtrispvs, t);
1036                                         }
1037                                         else
1038                                         {
1039                                                 // back side casting does not occlude
1040                                                 // anything so we can't cull lit polygons
1041                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1042                                                         SETPVSBIT(info->outshadowtrispvs, t);
1043                                         }
1044                                 }
1045                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1046                                 {
1047                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
1048                                         info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1049                                 }
1050                         }
1051                 }
1052                 else
1053                 {
1054                         axis = node->type - BIH_SPLITX;
1055 #if 0
1056                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1057                                 continue;
1058 #endif
1059 #if 0
1060                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1061                                 continue;
1062 #endif
1063                         if (info->lightmins[axis] <= node->backmax)
1064                         {
1065                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1066                                         nodestack[nodestackpos++] = node->front;
1067                                 nodestack[nodestackpos++] = node->back;
1068                                 continue;
1069                         }
1070                         else if (info->lightmaxs[axis] >= node->frontmin)
1071                         {
1072                                 nodestack[nodestackpos++] = node->front;
1073                                 continue;
1074                         }
1075                         else
1076                                 continue; // light falls between children, nothing here
1077                 }
1078         }
1079 }
1080
1081 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1082 {
1083         extern cvar_t r_shadow_usebihculling;
1084         if (use_svbsp)
1085         {
1086                 float origin[3];
1087                 VectorCopy(info->relativelightorigin, origin);
1088                 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1089                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1090                 info->svbsp_active = true;
1091                 info->svbsp_insertoccluder = true;
1092                 for (;;)
1093                 {
1094                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1095                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1096                         // if that failed, retry with more nodes
1097                         if (r_svbsp.ranoutofnodes)
1098                         {
1099                                 // an upper limit is imposed
1100                                 if (r_svbsp.maxnodes >= 2<<22)
1101                                         break;
1102                                 r_svbsp.maxnodes *= 2;
1103                                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1104                                 //Mem_Free(r_svbsp.nodes);
1105                                 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1106                         }
1107                         else
1108                                 break;
1109                 }
1110                 // now clear the visibility arrays because we need to redo it
1111                 info->outnumleafs = 0;
1112                 info->outnumsurfaces = 0;
1113                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1114                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1115                 if (info->model->brush.shadowmesh)
1116                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1117                 else
1118                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1119                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1120         }
1121         else
1122                 info->svbsp_active = false;
1123
1124         // we HAVE to mark the leaf the light is in as lit, because portals are
1125         // irrelevant to a leaf that the light source is inside of
1126         // (and they are all facing away, too)
1127         {
1128                 mnode_t *node = info->model->brush.data_nodes;
1129                 mleaf_t *leaf;
1130                 while (node->plane)
1131                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1132                 leaf = (mleaf_t *)node;
1133                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1134                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1135                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1136                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1137                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1138                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1139                 if (info->outleafpvs)
1140                 {
1141                         int leafindex = leaf - info->model->brush.data_leafs;
1142                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1143                         {
1144                                 SETPVSBIT(info->outleafpvs, leafindex);
1145                                 info->outleaflist[info->outnumleafs++] = leafindex;
1146                         }
1147                 }
1148         }
1149
1150         info->svbsp_insertoccluder = false;
1151         // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
1152         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1153         {
1154                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1155                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1156         }
1157         else
1158                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1159         // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1160         r_svbsp.nodes = NULL;
1161         if (developer_extra.integer && use_svbsp)
1162         {
1163                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1164                 Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
1165                 Con_DPrintf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
1166         }
1167 }
1168
1169 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1170
1171 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1172 {
1173         int a = *(int*)ap;
1174         int b = *(int*)bp;
1175         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1176         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1177         if (as->texture < bs->texture)
1178                 return -1;
1179         if (as->texture > bs->texture)
1180                 return 1;
1181         return a - b;
1182 }
1183
1184 extern cvar_t r_shadow_sortsurfaces;
1185
1186 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
1187 {
1188         r_q1bsp_getlightinfo_t info;
1189         VectorCopy(relativelightorigin, info.relativelightorigin);
1190         info.lightradius = lightradius;
1191         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1192         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1193         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1194         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1195         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1196         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1197         if (ent->model == NULL)
1198         {
1199                 VectorCopy(info.lightmins, outmins);
1200                 VectorCopy(info.lightmaxs, outmaxs);
1201                 *outnumleafspointer = 0;
1202                 *outnumsurfacespointer = 0;
1203                 return;
1204         }
1205         info.model = ent->model;
1206         info.outleaflist = outleaflist;
1207         info.outleafpvs = outleafpvs;
1208         info.outnumleafs = 0;
1209         info.visitingleafpvs = visitingleafpvs;
1210         info.outsurfacelist = outsurfacelist;
1211         info.outsurfacepvs = outsurfacepvs;
1212         info.outshadowtrispvs = outshadowtrispvs;
1213         info.outlighttrispvs = outlighttrispvs;
1214         info.outnumsurfaces = 0;
1215         info.numfrustumplanes = numfrustumplanes;
1216         info.frustumplanes = frustumplanes;
1217         VectorCopy(info.relativelightorigin, info.outmins);
1218         VectorCopy(info.relativelightorigin, info.outmaxs);
1219         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1220         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1221         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1222         if (info.model->brush.shadowmesh)
1223                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1224         else
1225                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1226         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1227         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1228                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1229         else
1230                 info.pvs = NULL;
1231         RSurf_ActiveWorldEntity();
1232
1233         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1234         {
1235                 // use portal recursion for exact light volume culling, and exact surface checking
1236                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1237         }
1238         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1239         {
1240                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1241                 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1242         }
1243         else
1244         {
1245                 // recurse the bsp tree, checking leafs and surfaces for visibility
1246                 // optionally using svbsp for exact culling of compiled lights
1247                 // (or if the user enables dlight svbsp culling, which is mostly for
1248                 //  debugging not actual use)
1249                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1250         }
1251
1252         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1253
1254         // limit combined leaf box to light boundaries
1255         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1256         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1257         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1258         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1259         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1260         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1261
1262         *outnumleafspointer = info.outnumleafs;
1263         *outnumsurfacespointer = info.outnumsurfaces;
1264
1265         // now sort surfaces by texture for faster rendering
1266         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1267         if (r_shadow_sortsurfaces.integer)
1268                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1269 }
1270
1271 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1272 {
1273         dp_model_t *model = ent->model;
1274         msurface_t *surface;
1275         int surfacelistindex;
1276         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1277         // if triangle neighbors are disabled, shadowvolumes are disabled
1278         if (!model->brush.shadowmesh->neighbor3i)
1279                 return;
1280         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1281         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1282         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1283         {
1284                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1285                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1286                         continue;
1287                 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);
1288         }
1289         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1290         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1291 }
1292
1293 extern cvar_t r_polygonoffset_submodel_factor;
1294 extern cvar_t r_polygonoffset_submodel_offset;
1295 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1296 {
1297         dp_model_t *model = ent->model;
1298         const msurface_t *surface;
1299         int modelsurfacelistindex;
1300         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1301         // check the box in modelspace, it was already checked in worldspace
1302         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1303                 return;
1304         R_FrameData_SetMark();
1305         if (ent->model->brush.submodel)
1306                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1307         if (model->brush.shadowmesh)
1308         {
1309                 // if triangle neighbors are disabled, shadowvolumes are disabled
1310                 if (!model->brush.shadowmesh->neighbor3i)
1311                         return;
1312                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1313                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1314                 {
1315                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1316                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1317                                 continue;
1318                         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);
1319                 }
1320                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1321         }
1322         else
1323         {
1324                 // if triangle neighbors are disabled, shadowvolumes are disabled
1325                 if (!model->surfmesh.data_neighbor3i)
1326                         return;
1327                 projectdistance = lightradius + model->radius*2;
1328                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1329                 // identify lit faces within the bounding box
1330                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1331                 {
1332                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1333                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1334                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1335                                 continue;
1336                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1337                 }
1338                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1339         }
1340         if (ent->model->brush.submodel)
1341                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1342         R_FrameData_ReturnToMark();
1343 }
1344
1345 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1346 {
1347         dp_model_t *model = ent->model;
1348         msurface_t *surface;
1349         int surfacelistindex;
1350         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1351         int i;
1352         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1353         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1354         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1355         {
1356                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1357                 sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
1358         }
1359         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1360         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1361         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1362         for(i = 0;i<6;i++)
1363                 if(!sidetotals[i])
1364                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1365 }
1366
1367 #define RSURF_MAX_BATCHSURFACES 8192
1368
1369 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1370
1371 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
1372 {
1373         dp_model_t *model = ent->model;
1374         const msurface_t *surface;
1375         int modelsurfacelistindex, batchnumsurfaces;
1376         // check the box in modelspace, it was already checked in worldspace
1377         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1378                 return;
1379         R_FrameData_SetMark();
1380         // identify lit faces within the bounding box
1381         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1382         {
1383                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1384                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1385                         continue;
1386                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1387                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1388                         continue;
1389                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1390                         continue;
1391                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1392                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1393                 batchsurfacelist[0] = surface;
1394                 batchnumsurfaces = 1;
1395                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1396                 {
1397                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1398                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1399                                 continue;
1400                         if (surface->texture != batchsurfacelist[0]->texture)
1401                                 break;
1402                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1403                                 continue;
1404                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1405                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1406                         batchsurfacelist[batchnumsurfaces++] = surface;
1407                 }
1408                 --modelsurfacelistindex;
1409                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1410                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1411                 if (rsurface.batchvertex3fbuffer)
1412                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1413                 else
1414                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1415                 RSurf_DrawBatch();
1416         }
1417         R_FrameData_ReturnToMark();
1418 }
1419
1420 #define BATCHSIZE 1024
1421
1422 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1423 {
1424         int i, j, endsurface;
1425         texture_t *t;
1426         const msurface_t *surface;
1427         R_FrameData_SetMark();
1428         // note: in practice this never actually receives batches
1429         R_Shadow_RenderMode_Begin();
1430         R_Shadow_RenderMode_ActiveLight(rtlight);
1431         R_Shadow_RenderMode_Lighting(false, true, false);
1432         R_Shadow_SetupEntityLight(ent);
1433         for (i = 0;i < numsurfaces;i = j)
1434         {
1435                 j = i + 1;
1436                 surface = rsurface.modelsurfaces + surfacelist[i];
1437                 t = surface->texture;
1438                 rsurface.texture = R_GetCurrentTexture(t);
1439                 endsurface = min(j + BATCHSIZE, numsurfaces);
1440                 for (j = i;j < endsurface;j++)
1441                 {
1442                         surface = rsurface.modelsurfaces + surfacelist[j];
1443                         if (t != surface->texture)
1444                                 break;
1445                         R_Shadow_RenderLighting(1, &surface);
1446                 }
1447         }
1448         R_Shadow_RenderMode_End();
1449         R_FrameData_ReturnToMark();
1450 }
1451
1452 extern qboolean r_shadow_usingdeferredprepass;
1453 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1454 {
1455         dp_model_t *model = ent->model;
1456         const msurface_t *surface;
1457         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1458         const msurface_t **texturesurfacelist;
1459         texture_t *tex;
1460         CHECKGLERROR
1461         R_FrameData_SetMark();
1462         // this is a double loop because non-visible surface skipping has to be
1463         // fast, and even if this is not the world model (and hence no visibility
1464         // checking) the input surface list and batch buffer are different formats
1465         // so some processing is necessary.  (luckily models have few surfaces)
1466         for (i = 0;i < numsurfaces;)
1467         {
1468                 batchnumsurfaces = 0;
1469                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1470                 if (ent == r_refdef.scene.worldentity)
1471                 {
1472                         for (;i < endsurface;i++)
1473                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1474                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1475                 }
1476                 else
1477                 {
1478                         for (;i < endsurface;i++)
1479                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1480                 }
1481                 if (!batchnumsurfaces)
1482                         continue;
1483                 for (k = 0;k < batchnumsurfaces;k = kend)
1484                 {
1485                         surface = batchsurfacelist[k];
1486                         tex = surface->texture;
1487                         rsurface.texture = R_GetCurrentTexture(tex);
1488                         // gather surfaces into a batch range
1489                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1490                                 ;
1491                         // now figure out what to do with this particular range of surfaces
1492                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1493                                 continue;
1494                         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1495                                 continue;
1496                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1497                         {
1498                                 vec3_t tempcenter, center;
1499                                 for (l = k;l < kend;l++)
1500                                 {
1501                                         surface = batchsurfacelist[l];
1502                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1503                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1504                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1505                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1506                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1507                                 }
1508                                 continue;
1509                         }
1510                         if (r_shadow_usingdeferredprepass)
1511                                 continue;
1512                         texturenumsurfaces = kend - k;
1513                         texturesurfacelist = batchsurfacelist + k;
1514                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1515                 }
1516         }
1517         R_FrameData_ReturnToMark();
1518 }
1519
1520 //Made by [515]
1521 void R_ReplaceWorldTexture (void)
1522 {
1523         dp_model_t              *m;
1524         texture_t       *t;
1525         int                     i;
1526         const char      *r, *newt;
1527         skinframe_t *skinframe;
1528         if (!r_refdef.scene.worldmodel)
1529         {
1530                 Con_Printf("There is no worldmodel\n");
1531                 return;
1532         }
1533         m = r_refdef.scene.worldmodel;
1534
1535         if(Cmd_Argc() < 2)
1536         {
1537                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1538                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1539                 return;
1540         }
1541         if(!cl.islocalgame || !cl.worldmodel)
1542         {
1543                 Con_Print("This command works only in singleplayer\n");
1544                 return;
1545         }
1546         r = Cmd_Argv(1);
1547         newt = Cmd_Argv(2);
1548         if(!newt[0])
1549                 newt = r;
1550         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1551         {
1552                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1553                 {
1554                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1555                         {
1556 //                              t->skinframes[0] = skinframe;
1557                                 t->currentskinframe = skinframe;
1558                                 t->currentskinframe = skinframe;
1559                                 Con_Printf("%s replaced with %s\n", r, newt);
1560                         }
1561                         else
1562                         {
1563                                 Con_Printf("%s was not found\n", newt);
1564                                 return;
1565                         }
1566                 }
1567         }
1568 }
1569
1570 //Made by [515]
1571 void R_ListWorldTextures (void)
1572 {
1573         dp_model_t              *m;
1574         texture_t       *t;
1575         int                     i;
1576         if (!r_refdef.scene.worldmodel)
1577         {
1578                 Con_Printf("There is no worldmodel\n");
1579                 return;
1580         }
1581         m = r_refdef.scene.worldmodel;
1582
1583         Con_Print("Worldmodel textures :\n");
1584         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1585                 if (t->numskinframes)
1586                         Con_Printf("%s\n", t->name);
1587 }
1588
1589 #if 0
1590 static void gl_surf_start(void)
1591 {
1592 }
1593
1594 static void gl_surf_shutdown(void)
1595 {
1596 }
1597
1598 static void gl_surf_newmap(void)
1599 {
1600 }
1601 #endif
1602
1603 void GL_Surf_Init(void)
1604 {
1605
1606         Cvar_RegisterVariable(&r_ambient);
1607         Cvar_RegisterVariable(&r_lockpvs);
1608         Cvar_RegisterVariable(&r_lockvisibility);
1609         Cvar_RegisterVariable(&r_useportalculling);
1610         Cvar_RegisterVariable(&r_usesurfaceculling);
1611         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1612
1613         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1614         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1615
1616         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1617 }
1618