reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
30 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
31 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
32 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
33 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
34
35 /*
36 ===============
37 R_BuildLightMap
38
39 Combine and scale multiple lightmaps into the 8.8 format in blocklights
40 ===============
41 */
42 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
43 {
44         int smax, tmax, i, size, size3, maps, l;
45         int *bl, scale;
46         unsigned char *lightmap, *out, *stain;
47         model_t *model = ent->model;
48         static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
49         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
50
51         // update cached lighting info
52         surface->cached_dlight = 0;
53
54         smax = (surface->lightmapinfo->extents[0]>>4)+1;
55         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
56         size = smax*tmax;
57         size3 = size*3;
58         lightmap = surface->lightmapinfo->samples;
59
60 // set to full bright if no light data
61         bl = intblocklights;
62         if (!model->brushq1.lightdata)
63         {
64                 for (i = 0;i < size3;i++)
65                         bl[i] = 255*256;
66         }
67         else
68         {
69 // clear to no light
70                 memset(bl, 0, size3*sizeof(*bl));
71
72 // add all the lightmaps
73                 if (lightmap)
74                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
75                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
76                                         bl[i] += lightmap[i] * scale;
77         }
78
79         stain = surface->lightmapinfo->stainsamples;
80         bl = intblocklights;
81         out = templight;
82         // the >> 16 shift adjusts down 8 bits to account for the stainmap
83         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
84         // be doubled during rendering to achieve 2x overbright
85         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
86         if (model->brushq1.lightmaprgba)
87         {
88                 for (i = 0;i < size;i++)
89                 {
90                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
91                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
92                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
93                         *out++ = 255;
94                 }
95         }
96         else
97         {
98                 for (i = 0;i < size;i++)
99                 {
100                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
101                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
102                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
103                 }
104         }
105
106         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
107
108         // update the surface's deluxemap if it has one
109         if (surface->deluxemaptexture != r_texture_blanknormalmap)
110         {
111                 vec3_t n;
112                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
113                 lightmap = surface->lightmapinfo->samples;
114                 // clear to no normalmap
115                 bl = intblocklights;
116                 memset(bl, 0, size3*sizeof(*bl));
117                 // add all the normalmaps
118                 if (lightmap && normalmap)
119                 {
120                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
121                         {
122                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
123                                 {
124                                         // add the normalmap with weighting proportional to the style's lightmap intensity
125                                         l = (int)(VectorLength(lightmap + i*3) * scale);
126                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
127                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
128                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
129                                 }
130                         }
131                 }
132                 bl = intblocklights;
133                 out = templight;
134                 // we simply renormalize the weighted normals to get a valid deluxemap
135                 if (model->brushq1.lightmaprgba)
136                 {
137                         for (i = 0;i < size;i++, bl += 3)
138                         {
139                                 VectorCopy(bl, n);
140                                 VectorNormalize(n);
141                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
142                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
143                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
144                                 *out++ = 255;
145                         }
146                 }
147                 else
148                 {
149                         for (i = 0;i < size;i++, bl += 3)
150                         {
151                                 VectorCopy(bl, n);
152                                 VectorNormalize(n);
153                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
154                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
155                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
156                         }
157                 }
158                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
159         }
160 }
161
162 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
163 {
164         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
165         msurface_t *surface, *endsurface;
166         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
167         unsigned char *bl;
168         vec3_t impact;
169
170         maxdist = radius * radius;
171         invradius = 1.0f / radius;
172
173 loc0:
174         if (!node->plane)
175                 return;
176         ndist = PlaneDiff(origin, node->plane);
177         if (ndist > radius)
178         {
179                 node = node->children[0];
180                 goto loc0;
181         }
182         if (ndist < -radius)
183         {
184                 node = node->children[1];
185                 goto loc0;
186         }
187
188         dist2 = ndist * ndist;
189         maxdist3 = maxdist - dist2;
190
191         if (node->plane->type < 3)
192         {
193                 VectorCopy(origin, impact);
194                 impact[node->plane->type] -= ndist;
195         }
196         else
197         {
198                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
199                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
200                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
201         }
202
203         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
204         {
205                 if (surface->lightmapinfo->stainsamples)
206                 {
207                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
208                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
209
210                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
211                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
212
213                         s = bound(0, impacts, smax * 16) - impacts;
214                         t = bound(0, impactt, tmax * 16) - impactt;
215                         i = (int)(s * s + t * t + dist2);
216                         if (i > maxdist)
217                                 continue;
218
219                         // reduce calculations
220                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
221                                 sdtable[s] = i * i + dist2;
222
223                         bl = surface->lightmapinfo->stainsamples;
224                         smax3 = smax * 3;
225                         stained = false;
226
227                         i = impactt;
228                         for (t = 0;t < tmax;t++, i -= 16)
229                         {
230                                 td = i * i;
231                                 // make sure some part of it is visible on this line
232                                 if (td < maxdist3)
233                                 {
234                                         maxdist2 = maxdist - td;
235                                         for (s = 0;s < smax;s++)
236                                         {
237                                                 if (sdtable[s] < maxdist2)
238                                                 {
239                                                         ratio = lhrandom(0.0f, 1.0f);
240                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
241                                                         if (a >= (1.0f / 64.0f))
242                                                         {
243                                                                 if (a > 1)
244                                                                         a = 1;
245                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
246                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
247                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
248                                                                 stained = true;
249                                                         }
250                                                 }
251                                                 bl += 3;
252                                         }
253                                 }
254                                 else // skip line
255                                         bl += smax3;
256                         }
257                         // force lightmap upload
258                         if (stained)
259                                 surface->cached_dlight = true;
260                 }
261         }
262
263         if (node->children[0]->plane)
264         {
265                 if (node->children[1]->plane)
266                 {
267                         R_StainNode(node->children[0], model, origin, radius, fcolor);
268                         node = node->children[1];
269                         goto loc0;
270                 }
271                 else
272                 {
273                         node = node->children[0];
274                         goto loc0;
275                 }
276         }
277         else if (node->children[1]->plane)
278         {
279                 node = node->children[1];
280                 goto loc0;
281         }
282 }
283
284 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)
285 {
286         int n;
287         float fcolor[8];
288         entity_render_t *ent;
289         model_t *model;
290         vec3_t org;
291         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
292                 return;
293         fcolor[0] = cr1;
294         fcolor[1] = cg1;
295         fcolor[2] = cb1;
296         fcolor[3] = ca1 * (1.0f / 64.0f);
297         fcolor[4] = cr2 - cr1;
298         fcolor[5] = cg2 - cg1;
299         fcolor[6] = cb2 - cb1;
300         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
301
302         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
303
304         // look for embedded bmodels
305         for (n = 0;n < cl.num_brushmodel_entities;n++)
306         {
307                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
308                 model = ent->model;
309                 if (model && model->name[0] == '*')
310                 {
311                         if (model->brush.data_nodes)
312                         {
313                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
314                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
315                         }
316                 }
317         }
318 }
319
320
321 /*
322 =============================================================
323
324         BRUSH MODELS
325
326 =============================================================
327 */
328
329 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
330 {
331         // due to the hacky nature of this function's parameters, this is never
332         // called with a batch, so numsurfaces is always 1, and the surfacelist
333         // contains only a leaf number for coloring purposes
334         const mportal_t *portal = (mportal_t *)ent;
335         int i, numpoints;
336         float *v;
337         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
338         CHECKGLERROR
339         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
340         GL_DepthMask(false);
341         GL_DepthTest(true);
342         qglDisable(GL_CULL_FACE);CHECKGLERROR
343         R_Mesh_Matrix(&identitymatrix);
344
345         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
346
347         R_Mesh_VertexPointer(vertex3f);
348         R_Mesh_ColorPointer(NULL);
349         R_Mesh_ResetTextureState();
350
351         i = surfacelist[0];
352         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
353                          ((i & 0x0038) >> 3) * (1.0f / 7.0f),
354                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
355                          0.125f);
356         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
357                 VectorCopy(portal->points[i].position, v);
358         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
359         qglEnable(GL_CULL_FACE);CHECKGLERROR
360 }
361
362 // LordHavoc: this is just a nice debugging tool, very slow
363 static void R_DrawPortals(void)
364 {
365         int i, leafnum;
366         mportal_t *portal;
367         float center[3], f;
368         model_t *model = r_refdef.worldmodel;
369         if (model == NULL)
370                 return;
371         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
372         {
373                 if (r_viewcache.world_leafvisible[leafnum])
374                 {
375                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
376                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
377                         {
378                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
379                                 if (!R_CullBox(portal->mins, portal->maxs))
380                                 {
381                                         VectorClear(center);
382                                         for (i = 0;i < portal->numpoints;i++)
383                                                 VectorAdd(center, portal->points[i].position, center);
384                                         f = ixtable[portal->numpoints];
385                                         VectorScale(center, f, center);
386                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
387                                 }
388                         }
389                 }
390         }
391 }
392
393 void R_View_WorldVisibility(void)
394 {
395         int i, j, *mark;
396         mleaf_t *leaf;
397         mleaf_t *viewleaf;
398         model_t *model = r_refdef.worldmodel;
399
400         if (!model)
401                 return;
402
403         // if possible find the leaf the view origin is in
404         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
405         // if possible fetch the visible cluster bits
406         if (!r_lockpvs.integer && model->brush.FatPVS)
407                 model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
408
409         if (!r_lockvisibility.integer)
410         {
411                 // clear the visible surface and leaf flags arrays
412                 memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
413                 memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
414
415                 r_viewcache.world_novis = false;
416
417                 // if floating around in the void (no pvs data available, and no
418                 // portals available), simply use all on-screen leafs.
419                 if (!viewleaf || viewleaf->clusterindex < 0)
420                 {
421                         // no visibility method: (used when floating around in the void)
422                         // simply cull each leaf to the frustum (view pyramid)
423                         // similar to quake's RecursiveWorldNode but without cache misses
424                         r_viewcache.world_novis = true;
425                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
426                         {
427                                 // if leaf is in current pvs and on the screen, mark its surfaces
428                                 if (!R_CullBox(leaf->mins, leaf->maxs))
429                                 {
430                                         r_refdef.stats.world_leafs++;
431                                         r_viewcache.world_leafvisible[j] = true;
432                                         if (leaf->numleafsurfaces)
433                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
434                                                         r_viewcache.world_surfacevisible[*mark] = true;
435                                 }
436                         }
437                 }
438                 // if the user prefers to disable portal culling (testing?), simply
439                 // use all on-screen leafs that are in the pvs.
440                 else if (!r_useportalculling.integer)
441                 {
442                         // pvs method:
443                         // simply check if each leaf is in the Potentially Visible Set,
444                         // and cull to frustum (view pyramid)
445                         // similar to quake's RecursiveWorldNode but without cache misses
446                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
447                         {
448                                 // if leaf is in current pvs and on the screen, mark its surfaces
449                                 if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
450                                 {
451                                         r_refdef.stats.world_leafs++;
452                                         r_viewcache.world_leafvisible[j] = true;
453                                         if (leaf->numleafsurfaces)
454                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
455                                                         r_viewcache.world_surfacevisible[*mark] = true;
456                                 }
457                         }
458                 }
459                 // otherwise use a recursive portal flow, culling each portal to
460                 // frustum and checking if the leaf the portal leads to is in the pvs
461                 else
462                 {
463                         int leafstackpos;
464                         mportal_t *p;
465                         mleaf_t *leafstack[8192];
466                         // simple-frustum portal method:
467                         // follows portals leading outward from viewleaf, does not venture
468                         // offscreen or into leafs that are not visible, faster than
469                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
470                         // often culls some surfaces that pvs alone would miss
471                         // (such as a room in pvs that is hidden behind a wall, but the
472                         //  passage leading to the room is off-screen)
473                         leafstack[0] = viewleaf;
474                         leafstackpos = 1;
475                         while (leafstackpos)
476                         {
477                                 r_refdef.stats.world_leafs++;
478                                 leaf = leafstack[--leafstackpos];
479                                 r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
480                                 // mark any surfaces bounding this leaf
481                                 if (leaf->numleafsurfaces)
482                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
483                                                 r_viewcache.world_surfacevisible[*mark] = true;
484                                 // follow portals into other leafs
485                                 // the checks are:
486                                 // if viewer is behind portal (portal faces outward into the scene)
487                                 // and the portal polygon's bounding box is on the screen
488                                 // and the leaf has not been visited yet
489                                 // and the leaf is visible in the pvs
490                                 // (the first two checks won't cause as many cache misses as the leaf checks)
491                                 for (p = leaf->portals;p;p = p->next)
492                                 {
493                                         r_refdef.stats.world_portals++;
494                                         if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex))
495                                                 leafstack[leafstackpos++] = p->past;
496                                 }
497                         }
498                 }
499         }
500
501         if (r_drawportals.integer)
502                 R_DrawPortals();
503 }
504
505 void R_Q1BSP_DrawSky(entity_render_t *ent)
506 {
507         if (ent->model == NULL)
508                 return;
509         R_DrawSurfaces(ent, true);
510 }
511
512 void R_Q1BSP_Draw(entity_render_t *ent)
513 {
514         model_t *model = ent->model;
515         if (model == NULL)
516                 return;
517         R_DrawSurfaces(ent, false);
518 }
519
520 typedef struct r_q1bsp_getlightinfo_s
521 {
522         model_t *model;
523         vec3_t relativelightorigin;
524         float lightradius;
525         int *outleaflist;
526         unsigned char *outleafpvs;
527         int outnumleafs;
528         int *outsurfacelist;
529         unsigned char *outsurfacepvs;
530         int outnumsurfaces;
531         vec3_t outmins;
532         vec3_t outmaxs;
533         vec3_t lightmins;
534         vec3_t lightmaxs;
535         const unsigned char *pvs;
536 }
537 r_q1bsp_getlightinfo_t;
538
539 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
540 {
541         int sides;
542         mleaf_t *leaf;
543         for (;;)
544         {
545                 mplane_t *plane = node->plane;
546                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
547                 //      return;
548                 if (!plane)
549                         break;
550                 if (plane->type < 3)
551                         sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
552                 else
553                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
554                 if (sides == 3)
555                 {
556                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
557                         node = node->children[1];
558                 }
559                 else if (sides == 0)
560                         return; // ERROR: NAN bounding box!
561                 else
562                         node = node->children[sides - 1];
563         }
564         leaf = (mleaf_t *)node;
565         if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
566         {
567                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
568                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
569                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
570                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
571                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
572                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
573                 if (info->outleafpvs)
574                 {
575                         int leafindex = leaf - info->model->brush.data_leafs;
576                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
577                         {
578                                 SETPVSBIT(info->outleafpvs, leafindex);
579                                 info->outleaflist[info->outnumleafs++] = leafindex;
580                         }
581                 }
582                 if (info->outsurfacepvs)
583                 {
584                         int leafsurfaceindex;
585                         for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
586                         {
587                                 int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
588                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
589                                 {
590                                         msurface_t *surface = info->model->data_surfaces + surfaceindex;
591                                         if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
592                                         {
593                                                 int triangleindex, t;
594                                                 const int *e;
595                                                 const vec_t *v[3];
596                                                 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
597                                                 {
598                                                         v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
599                                                         v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
600                                                         v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
601                                                         if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
602                                                         {
603                                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
604                                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
605                                                                 break;
606                                                         }
607                                                 }
608                                         }
609                                 }
610                         }
611                 }
612         }
613 }
614
615 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)
616 {
617         r_q1bsp_getlightinfo_t info;
618         VectorCopy(relativelightorigin, info.relativelightorigin);
619         info.lightradius = lightradius;
620         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
621         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
622         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
623         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
624         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
625         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
626         if (ent->model == NULL)
627         {
628                 VectorCopy(info.lightmins, outmins);
629                 VectorCopy(info.lightmaxs, outmaxs);
630                 *outnumleafspointer = 0;
631                 *outnumsurfacespointer = 0;
632                 return;
633         }
634         info.model = ent->model;
635         info.outleaflist = outleaflist;
636         info.outleafpvs = outleafpvs;
637         info.outnumleafs = 0;
638         info.outsurfacelist = outsurfacelist;
639         info.outsurfacepvs = outsurfacepvs;
640         info.outnumsurfaces = 0;
641         VectorCopy(info.relativelightorigin, info.outmins);
642         VectorCopy(info.relativelightorigin, info.outmaxs);
643         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
644         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
645         if (info.model->brush.GetPVS)
646                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
647         else
648                 info.pvs = NULL;
649         R_UpdateAllTextureInfo(ent);
650         if (r_shadow_compilingrtlight)
651         {
652                 // use portal recursion for exact light volume culling, and exact surface checking
653                 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);
654         }
655         else if (r_shadow_realtime_dlight_portalculling.integer)
656         {
657                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
658                 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);
659         }
660         else
661         {
662                 // use BSP recursion as lights are often small
663                 R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
664         }
665
666         // limit combined leaf box to light boundaries
667         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
668         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
669         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
670         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
671         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
672         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
673
674         *outnumleafspointer = info.outnumleafs;
675         *outnumsurfacespointer = info.outnumsurfaces;
676 }
677
678 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
679 {
680         model_t *model = ent->model;
681         msurface_t *surface;
682         int surfacelistindex;
683         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
684         texture_t *texture;
685         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
686         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
687         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
688         {
689                 surface = model->data_surfaces + surfacelist[surfacelistindex];
690                 texture = surface->texture;
691                 if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
692                         continue;
693                 if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
694                         continue;
695                 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
696         }
697         R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
698         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
699 }
700
701 void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
702 {
703         int texturesurfaceindex;
704         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
705         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
706         {
707                 msurface_t *surface = texturesurfacelist[texturesurfaceindex];
708                 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
709         }
710 }
711
712 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
713 {
714         model_t *model = ent->model;
715         msurface_t *surface;
716         int modelsurfacelistindex;
717         int f = 0;
718         float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
719         texture_t *t = NULL;
720         const int maxsurfacelist = 1024;
721         int numsurfacelist = 0;
722         msurface_t *surfacelist[1024];
723         // check the box in modelspace, it was already checked in worldspace
724         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
725                 return;
726         R_UpdateAllTextureInfo(ent);
727         if (model->brush.shadowmesh)
728         {
729                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
730                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
731                 {
732                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
733                         t = surface->texture->currentframe;
734                         if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
735                                 continue;
736                         if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
737                                 continue;
738                         R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
739                 }
740                 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
741         }
742         else
743         {
744                 projectdistance = lightradius + model->radius*2;
745                 RSurf_ActiveEntity(ent, false, false);
746                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
747                 // identify lit faces within the bounding box
748                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
749                 {
750                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
751                         if (t != surface->texture || numsurfacelist >= maxsurfacelist)
752                         {
753                                 if (numsurfacelist)
754                                 {
755                                         R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
756                                         numsurfacelist = 0;
757                                 }
758                                 t = surface->texture;
759                                 rsurface_texture = t->currentframe;
760                                 f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
761                         }
762                         if (f && surface->num_triangles)
763                                 surfacelist[numsurfacelist++] = surface;
764                 }
765                 if (numsurfacelist)
766                         R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
767                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
768         }
769 }
770
771 #define BATCHSIZE 256
772
773 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
774 {
775         int surfacelistindex, batchcount;
776         texture_t *t;
777         msurface_t *batchsurfaces[BATCHSIZE];
778         // note: in practice this never actualy batches, oh well
779         R_Shadow_RenderMode_Begin();
780         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
781         R_Shadow_RenderMode_Lighting(false, true);
782         R_Shadow_SetupEntityLight(ent);
783         t = NULL;
784         batchcount = 0;
785         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
786         {
787                 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
788                 if (t != surface->texture)
789                 {
790                         if (batchcount > 0)
791                                 R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
792                         batchcount = 0;
793                         t = surface->texture;
794                         R_UpdateTextureInfo(ent, t);
795                         rsurface_texture = t->currentframe;
796                 }
797                 batchsurfaces[batchcount++] = surface;
798         }
799         if (batchcount > 0)
800                 R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
801         R_Shadow_RenderMode_End();
802 }
803
804 static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
805 {
806         int batchsurfaceindex;
807         msurface_t *batchsurface;
808         vec3_t tempcenter, center;
809         for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
810         {
811                 batchsurface = batchsurfacelist[batchsurfaceindex];
812                 tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
813                 tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
814                 tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
815                 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
816                 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
817         }
818 }
819
820 #define RSURF_MAX_BATCHSURFACES 1024
821
822 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
823 {
824         model_t *model = ent->model;
825         msurface_t *surface;
826         int surfacelistindex, batchnumsurfaces;
827         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
828         texture_t *tex;
829         qboolean skip;
830         CHECKGLERROR
831         RSurf_ActiveEntity(ent, true, true);
832         R_UpdateAllTextureInfo(ent);
833         tex = NULL;
834         rsurface_texture = NULL;
835         skip = false;
836         batchnumsurfaces = 0;
837         CHECKGLERROR
838         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
839         {
840                 if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
841                         continue;
842                 surface = model->data_surfaces + surfacelist[surfacelistindex];
843                 r_refdef.stats.lights_lighttriangles += surface->num_triangles;
844                 if (tex != surface->texture)
845                 {
846                         if (batchnumsurfaces > 0)
847                         {
848                                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
849                                         R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
850                                 else
851                                         R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
852                                 batchnumsurfaces = 0;
853                         }
854                         tex = surface->texture;
855                         rsurface_texture = surface->texture->currentframe;
856                         skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
857                         if (skip)
858                                 continue;
859                 }
860                 if (!skip && surface->num_triangles)
861                 {
862                         if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
863                         {
864                                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
865                                         R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
866                                 else
867                                         R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
868                                 batchnumsurfaces = 0;
869                         }
870                         batchsurfacelist[batchnumsurfaces++] = surface;
871                 }
872         }
873         if (batchnumsurfaces > 0)
874         {
875                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
876                         R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
877                 else
878                         R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
879                 batchnumsurfaces = 0;
880         }
881         qglEnable(GL_CULL_FACE);CHECKGLERROR
882 }
883
884 //Made by [515]
885 void R_ReplaceWorldTexture (void)
886 {
887         model_t         *m;
888         texture_t       *t;
889         int                     i;
890         const char      *r, *newt;
891         m = r_refdef.worldmodel;
892
893         if(Cmd_Argc() < 2)
894         {
895                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
896                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
897                 return;
898         }
899         if(!cl.islocalgame || !cl.worldmodel)
900         {
901                 Con_Print("This command works only in singleplayer\n");
902                 return;
903         }
904         r = Cmd_Argv(1);
905         newt = Cmd_Argv(2);
906         if(!newt[0])
907                 newt = r;
908         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
909         {
910                 if(t->width && !strcasecmp(t->name, r))
911                 {
912                         if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
913                         {
914                                 Con_Printf("%s replaced with %s\n", r, newt);
915                                 return;
916                         }
917                         else
918                         {
919                                 Con_Printf("%s was not found\n", newt);
920                                 Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
921                                 return;
922                         }
923                 }
924         }
925 }
926
927 //Made by [515]
928 void R_ListWorldTextures (void)
929 {
930         model_t         *m;
931         texture_t       *t;
932         int                     i;
933         m = r_refdef.worldmodel;
934
935         Con_Print("Worldmodel textures :\n");
936         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
937                 if(t->skin.base != r_texture_notexture)
938                         Con_Printf("%s\n", t->name);
939 }
940
941 #if 0
942 static void gl_surf_start(void)
943 {
944 }
945
946 static void gl_surf_shutdown(void)
947 {
948 }
949
950 static void gl_surf_newmap(void)
951 {
952 }
953 #endif
954
955 void GL_Surf_Init(void)
956 {
957
958         Cvar_RegisterVariable(&r_ambient);
959         Cvar_RegisterVariable(&r_drawportals);
960         Cvar_RegisterVariable(&r_lockpvs);
961         Cvar_RegisterVariable(&r_lockvisibility);
962         Cvar_RegisterVariable(&r_useportalculling);
963         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
964
965         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
966         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
967
968         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
969 }
970