make the sRGB fallback cvar controlled (and off by default)
[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 #include "image.h"
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "2", "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)"};
32 cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
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 extern cvar_t vid_sRGB;
35 extern cvar_t vid_sRGB_fallback;
36
37 /*
38 ===============
39 R_BuildLightMap
40
41 Combine and scale multiple lightmaps into the 8.8 format in blocklights
42 ===============
43 */
44 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
45 {
46         int smax, tmax, i, size, size3, maps, l;
47         int *bl, scale;
48         unsigned char *lightmap, *out, *stain;
49         dp_model_t *model = ent->model;
50         int *intblocklights;
51         unsigned char *templight;
52
53         smax = (surface->lightmapinfo->extents[0]>>4)+1;
54         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
55         size = smax*tmax;
56         size3 = size*3;
57
58         r_refdef.stats.lightmapupdatepixels += size;
59         r_refdef.stats.lightmapupdates++;
60
61         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
62         {
63                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
64                 if (cl.buildlightmapmemory)
65                         Mem_Free(cl.buildlightmapmemory);
66                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
67         }
68
69         // these both point at the same buffer, templight is only used for final
70         // processing and can replace the intblocklights data as it goes
71         intblocklights = (int *)cl.buildlightmapmemory;
72         templight = (unsigned char *)cl.buildlightmapmemory;
73
74         // update cached lighting info
75         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
76
77         lightmap = surface->lightmapinfo->samples;
78
79 // set to full bright if no light data
80         bl = intblocklights;
81         if (!model->brushq1.lightdata)
82         {
83                 for (i = 0;i < size3;i++)
84                         bl[i] = 128*256;
85         }
86         else
87         {
88 // clear to no light
89                 memset(bl, 0, size3*sizeof(*bl));
90
91 // add all the lightmaps
92                 if (lightmap)
93                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
94                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
95                                         bl[i] += lightmap[i] * scale;
96         }
97
98         stain = surface->lightmapinfo->stainsamples;
99         bl = intblocklights;
100         out = templight;
101         // the >> 16 shift adjusts down 8 bits to account for the stainmap
102         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
103         // be doubled during rendering to achieve 2x overbright
104         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
105         if (stain)
106         {
107                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
108                 {
109                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
110                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
111                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
112                         out[3] = 255;
113                 }
114         }
115         else
116         {
117                 for (i = 0;i < size;i++, bl += 3, out += 4)
118                 {
119                         l = bl[0] >> 8;out[2] = min(l, 255);
120                         l = bl[1] >> 8;out[1] = min(l, 255);
121                         l = bl[2] >> 8;out[0] = min(l, 255);
122                         out[3] = 255;
123                 }
124         }
125
126         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
127                 Image_MakesRGBColorsFromLinear_Lightmap(templight, templight, size);
128         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
129
130         // update the surface's deluxemap if it has one
131         if (surface->deluxemaptexture != r_texture_blanknormalmap)
132         {
133                 vec3_t n;
134                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
135                 lightmap = surface->lightmapinfo->samples;
136                 // clear to no normalmap
137                 bl = intblocklights;
138                 memset(bl, 0, size3*sizeof(*bl));
139                 // add all the normalmaps
140                 if (lightmap && normalmap)
141                 {
142                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
143                         {
144                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
145                                 {
146                                         // add the normalmap with weighting proportional to the style's lightmap intensity
147                                         l = (int)(VectorLength(lightmap + i*3) * scale);
148                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
149                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
150                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
151                                 }
152                         }
153                 }
154                 bl = intblocklights;
155                 out = templight;
156                 // we simply renormalize the weighted normals to get a valid deluxemap
157                 for (i = 0;i < size;i++, bl += 3, out += 4)
158                 {
159                         VectorCopy(bl, n);
160                         VectorNormalize(n);
161                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
162                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
163                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
164                         out[3] = 255;
165                 }
166                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
167         }
168 }
169
170 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
171 {
172         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
173         msurface_t *surface, *endsurface;
174         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
175         unsigned char *bl;
176         vec3_t impact;
177
178         maxdist = radius * radius;
179         invradius = 1.0f / radius;
180
181 loc0:
182         if (!node->plane)
183                 return;
184         ndist = PlaneDiff(origin, node->plane);
185         if (ndist > radius)
186         {
187                 node = node->children[0];
188                 goto loc0;
189         }
190         if (ndist < -radius)
191         {
192                 node = node->children[1];
193                 goto loc0;
194         }
195
196         dist2 = ndist * ndist;
197         maxdist3 = maxdist - dist2;
198
199         if (node->plane->type < 3)
200         {
201                 VectorCopy(origin, impact);
202                 impact[node->plane->type] -= ndist;
203         }
204         else
205         {
206                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
207                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
208                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
209         }
210
211         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
212         {
213                 if (surface->lightmapinfo->stainsamples)
214                 {
215                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
216                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
217
218                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
219                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
220
221                         s = bound(0, impacts, smax * 16) - impacts;
222                         t = bound(0, impactt, tmax * 16) - impactt;
223                         i = (int)(s * s + t * t + dist2);
224                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
225                                 continue;
226
227                         // reduce calculations
228                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
229                                 sdtable[s] = i * i + dist2;
230
231                         bl = surface->lightmapinfo->stainsamples;
232                         smax3 = smax * 3;
233                         stained = false;
234
235                         i = impactt;
236                         for (t = 0;t < tmax;t++, i -= 16)
237                         {
238                                 td = i * i;
239                                 // make sure some part of it is visible on this line
240                                 if (td < maxdist3)
241                                 {
242                                         maxdist2 = maxdist - td;
243                                         for (s = 0;s < smax;s++)
244                                         {
245                                                 if (sdtable[s] < maxdist2)
246                                                 {
247                                                         ratio = lhrandom(0.0f, 1.0f);
248                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
249                                                         if (a >= (1.0f / 64.0f))
250                                                         {
251                                                                 if (a > 1)
252                                                                         a = 1;
253                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
254                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
255                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
256                                                                 stained = true;
257                                                         }
258                                                 }
259                                                 bl += 3;
260                                         }
261                                 }
262                                 else // skip line
263                                         bl += smax3;
264                         }
265                         // force lightmap upload
266                         if (stained)
267                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
268                 }
269         }
270
271         if (node->children[0]->plane)
272         {
273                 if (node->children[1]->plane)
274                 {
275                         R_StainNode(node->children[0], model, origin, radius, fcolor);
276                         node = node->children[1];
277                         goto loc0;
278                 }
279                 else
280                 {
281                         node = node->children[0];
282                         goto loc0;
283                 }
284         }
285         else if (node->children[1]->plane)
286         {
287                 node = node->children[1];
288                 goto loc0;
289         }
290 }
291
292 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
293 {
294         int n;
295         float fcolor[8];
296         entity_render_t *ent;
297         dp_model_t *model;
298         vec3_t org;
299         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
300                 return;
301         fcolor[0] = cr1;
302         fcolor[1] = cg1;
303         fcolor[2] = cb1;
304         fcolor[3] = ca1 * (1.0f / 64.0f);
305         fcolor[4] = cr2 - cr1;
306         fcolor[5] = cg2 - cg1;
307         fcolor[6] = cb2 - cb1;
308         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
309
310         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
311
312         // look for embedded bmodels
313         for (n = 0;n < cl.num_brushmodel_entities;n++)
314         {
315                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
316                 model = ent->model;
317                 if (model && model->name[0] == '*')
318                 {
319                         if (model->brush.data_nodes)
320                         {
321                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
322                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
323                         }
324                 }
325         }
326 }
327
328
329 /*
330 =============================================================
331
332         BRUSH MODELS
333
334 =============================================================
335 */
336
337 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
338 {
339         // due to the hacky nature of this function's parameters, this is never
340         // called with a batch, so numsurfaces is always 1, and the surfacelist
341         // contains only a leaf number for coloring purposes
342         const mportal_t *portal = (mportal_t *)ent;
343         qboolean isvis;
344         int i, numpoints;
345         float *v;
346         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
347         CHECKGLERROR
348         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
349         GL_DepthMask(false);
350         GL_DepthRange(0, 1);
351         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
352         GL_DepthTest(true);
353         GL_CullFace(GL_NONE);
354         R_EntityMatrix(&identitymatrix);
355
356         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
357
358 //      R_Mesh_ResetTextureState();
359
360         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
361
362         i = surfacelist[0] >> 1;
363         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
364                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
365                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
366                          isvis ? 0.125f : 0.03125f);
367         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
368                 VectorCopy(portal->points[i].position, v);
369         R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
370         R_SetupShader_Generic_NoTexture(false, false);
371         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
372 }
373
374 // LordHavoc: this is just a nice debugging tool, very slow
375 void R_DrawPortals(void)
376 {
377         int i, leafnum;
378         mportal_t *portal;
379         float center[3], f;
380         dp_model_t *model = r_refdef.scene.worldmodel;
381         if (model == NULL)
382                 return;
383         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
384         {
385                 if (r_refdef.viewcache.world_leafvisible[leafnum])
386                 {
387                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
388                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
389                         {
390                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
391                                 if (!R_CullBox(portal->mins, portal->maxs))
392                                 {
393                                         VectorClear(center);
394                                         for (i = 0;i < portal->numpoints;i++)
395                                                 VectorAdd(center, portal->points[i].position, center);
396                                         f = ixtable[portal->numpoints];
397                                         VectorScale(center, f, center);
398                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
399                                 }
400                         }
401                 }
402         }
403 }
404
405 static void R_View_WorldVisibility_CullSurfaces(void)
406 {
407         int surfaceindex;
408         int surfaceindexstart;
409         int surfaceindexend;
410         unsigned char *surfacevisible;
411         msurface_t *surfaces;
412         dp_model_t *model = r_refdef.scene.worldmodel;
413         if (!model)
414                 return;
415         if (r_trippy.integer)
416                 return;
417         if (r_usesurfaceculling.integer < 1)
418                 return;
419         surfaceindexstart = model->firstmodelsurface;
420         surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
421         surfaces = model->data_surfaces;
422         surfacevisible = r_refdef.viewcache.world_surfacevisible;
423         for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
424                 if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
425                         surfacevisible[surfaceindex] = 0;
426 }
427
428 void R_View_WorldVisibility(qboolean forcenovis)
429 {
430         int i, j, *mark;
431         mleaf_t *leaf;
432         mleaf_t *viewleaf;
433         dp_model_t *model = r_refdef.scene.worldmodel;
434
435         if (!model)
436                 return;
437
438         if (r_refdef.view.usecustompvs)
439         {
440                 // clear the visible surface and leaf flags arrays
441                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
442                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
443                 r_refdef.viewcache.world_novis = false;
444
445                 // simply cull each marked leaf to the frustum (view pyramid)
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_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
450                         {
451                                 r_refdef.stats.world_leafs++;
452                                 r_refdef.viewcache.world_leafvisible[j] = true;
453                                 if (leaf->numleafsurfaces)
454                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
455                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
456                         }
457                 }
458                 R_View_WorldVisibility_CullSurfaces();
459                 return;
460         }
461
462         // if possible find the leaf the view origin is in
463         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
464         // if possible fetch the visible cluster bits
465         if (!r_lockpvs.integer && model->brush.FatPVS)
466                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
467
468         if (!r_lockvisibility.integer)
469         {
470                 // clear the visible surface and leaf flags arrays
471                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
472                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
473
474                 r_refdef.viewcache.world_novis = false;
475
476                 // if floating around in the void (no pvs data available, and no
477                 // portals available), simply use all on-screen leafs.
478                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
479                 {
480                         // no visibility method: (used when floating around in the void)
481                         // simply cull each leaf to the frustum (view pyramid)
482                         // similar to quake's RecursiveWorldNode but without cache misses
483                         r_refdef.viewcache.world_novis = true;
484                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
485                         {
486                                 if (leaf->clusterindex < 0)
487                                         continue;
488                                 // if leaf is in current pvs and on the screen, mark its surfaces
489                                 if (!R_CullBox(leaf->mins, leaf->maxs))
490                                 {
491                                         r_refdef.stats.world_leafs++;
492                                         r_refdef.viewcache.world_leafvisible[j] = true;
493                                         if (leaf->numleafsurfaces)
494                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
495                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
496                                 }
497                         }
498                 }
499                 // just check if each leaf in the PVS is on screen
500                 // (unless portal culling is enabled)
501                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
502                 {
503                         // pvs method:
504                         // simply check if each leaf is in the Potentially Visible Set,
505                         // and cull to frustum (view pyramid)
506                         // similar to quake's RecursiveWorldNode but without cache misses
507                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
508                         {
509                                 if (leaf->clusterindex < 0)
510                                         continue;
511                                 // if leaf is in current pvs and on the screen, mark its surfaces
512                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
513                                 {
514                                         r_refdef.stats.world_leafs++;
515                                         r_refdef.viewcache.world_leafvisible[j] = true;
516                                         if (leaf->numleafsurfaces)
517                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
518                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
519                                 }
520                         }
521                 }
522                 // if desired use a recursive portal flow, culling each portal to
523                 // frustum and checking if the leaf the portal leads to is in the pvs
524                 else
525                 {
526                         int leafstackpos;
527                         mportal_t *p;
528                         mleaf_t *leafstack[8192];
529                         // simple-frustum portal method:
530                         // follows portals leading outward from viewleaf, does not venture
531                         // offscreen or into leafs that are not visible, faster than
532                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
533                         // often culls some surfaces that pvs alone would miss
534                         // (such as a room in pvs that is hidden behind a wall, but the
535                         //  passage leading to the room is off-screen)
536                         leafstack[0] = viewleaf;
537                         leafstackpos = 1;
538                         while (leafstackpos)
539                         {
540                                 leaf = leafstack[--leafstackpos];
541                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
542                                         continue;
543                                 if (leaf->clusterindex < 0)
544                                         continue;
545                                 r_refdef.stats.world_leafs++;
546                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
547                                 // mark any surfaces bounding this leaf
548                                 if (leaf->numleafsurfaces)
549                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
550                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
551                                 // follow portals into other leafs
552                                 // the checks are:
553                                 // if viewer is behind portal (portal faces outward into the scene)
554                                 // and the portal polygon's bounding box is on the screen
555                                 // and the leaf has not been visited yet
556                                 // and the leaf is visible in the pvs
557                                 // (the first two checks won't cause as many cache misses as the leaf checks)
558                                 for (p = leaf->portals;p;p = p->next)
559                                 {
560                                         r_refdef.stats.world_portals++;
561                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
562                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
563                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
564                                          && !R_CullBox(p->mins, p->maxs)
565                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
566                                                 leafstack[leafstackpos++] = p->past;
567                                 }
568                         }
569                 }
570         }
571
572         R_View_WorldVisibility_CullSurfaces();
573 }
574
575 void R_Q1BSP_DrawSky(entity_render_t *ent)
576 {
577         if (ent->model == NULL)
578                 return;
579         if (ent == r_refdef.scene.worldentity)
580                 R_DrawWorldSurfaces(true, true, false, false, false);
581         else
582                 R_DrawModelSurfaces(ent, true, true, false, false, false);
583 }
584
585 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
586 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
587 {
588         int i, j, n, flagsmask;
589         dp_model_t *model = ent->model;
590         msurface_t *surfaces;
591         if (model == NULL)
592                 return;
593
594         if (ent == r_refdef.scene.worldentity)
595                 RSurf_ActiveWorldEntity();
596         else
597                 RSurf_ActiveModelEntity(ent, true, false, false);
598
599         surfaces = model->data_surfaces;
600         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
601
602         // add visible surfaces to draw list
603         if (ent == r_refdef.scene.worldentity)
604         {
605                 for (i = 0;i < model->nummodelsurfaces;i++)
606                 {
607                         j = model->sortedmodelsurfaces[i];
608                         if (r_refdef.viewcache.world_surfacevisible[j])
609                                 if (surfaces[j].texture->basematerialflags & flagsmask)
610                                         R_Water_AddWaterPlane(surfaces + j, 0);
611                 }
612         }
613         else
614         {
615                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
616                         n = ent->entitynumber;
617                 else
618                         n = 0;
619                 for (i = 0;i < model->nummodelsurfaces;i++)
620                 {
621                         j = model->sortedmodelsurfaces[i];
622                         if (surfaces[j].texture->basematerialflags & flagsmask)
623                                 R_Water_AddWaterPlane(surfaces + j, n);
624                 }
625         }
626         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
627 }
628
629 void R_Q1BSP_Draw(entity_render_t *ent)
630 {
631         dp_model_t *model = ent->model;
632         if (model == NULL)
633                 return;
634         if (ent == r_refdef.scene.worldentity)
635                 R_DrawWorldSurfaces(false, true, false, false, false);
636         else
637                 R_DrawModelSurfaces(ent, false, true, false, false, false);
638 }
639
640 void R_Q1BSP_DrawDepth(entity_render_t *ent)
641 {
642         dp_model_t *model = ent->model;
643         if (model == NULL)
644                 return;
645         GL_ColorMask(0,0,0,0);
646         GL_Color(1,1,1,1);
647         GL_DepthTest(true);
648         GL_BlendFunc(GL_ONE, GL_ZERO);
649         GL_DepthMask(true);
650 //      R_Mesh_ResetTextureState();
651         R_SetupShader_DepthOrShadow(false);
652         if (ent == r_refdef.scene.worldentity)
653                 R_DrawWorldSurfaces(false, false, true, false, false);
654         else
655                 R_DrawModelSurfaces(ent, false, false, true, false, false);
656         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
657 }
658
659 void R_Q1BSP_DrawDebug(entity_render_t *ent)
660 {
661         if (ent->model == NULL)
662                 return;
663         if (ent == r_refdef.scene.worldentity)
664                 R_DrawWorldSurfaces(false, false, false, true, false);
665         else
666                 R_DrawModelSurfaces(ent, false, false, false, true, false);
667 }
668
669 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
670 {
671         dp_model_t *model = ent->model;
672         if (model == NULL)
673                 return;
674         if (ent == r_refdef.scene.worldentity)
675                 R_DrawWorldSurfaces(false, true, false, false, true);
676         else
677                 R_DrawModelSurfaces(ent, false, true, false, false, true);
678 }
679
680 typedef struct r_q1bsp_getlightinfo_s
681 {
682         dp_model_t *model;
683         vec3_t relativelightorigin;
684         float lightradius;
685         int *outleaflist;
686         unsigned char *outleafpvs;
687         int outnumleafs;
688         unsigned char *visitingleafpvs;
689         int *outsurfacelist;
690         unsigned char *outsurfacepvs;
691         unsigned char *tempsurfacepvs;
692         unsigned char *outshadowtrispvs;
693         unsigned char *outlighttrispvs;
694         int outnumsurfaces;
695         vec3_t outmins;
696         vec3_t outmaxs;
697         vec3_t lightmins;
698         vec3_t lightmaxs;
699         const unsigned char *pvs;
700         qboolean svbsp_active;
701         qboolean svbsp_insertoccluder;
702         int numfrustumplanes;
703         const mplane_t *frustumplanes;
704 }
705 r_q1bsp_getlightinfo_t;
706
707 #define GETLIGHTINFO_MAXNODESTACK 4096
708
709 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
710 {
711         // nodestack
712         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
713         int nodestackpos = 0;
714         // node processing
715         mplane_t *plane;
716         mnode_t *node;
717         int sides;
718         // leaf processing
719         mleaf_t *leaf;
720         const msurface_t *surface;
721         const msurface_t *surfaces = info->model->data_surfaces;
722         int numleafsurfaces;
723         int leafsurfaceindex;
724         int surfaceindex;
725         int triangleindex, t;
726         int currentmaterialflags;
727         qboolean castshadow;
728         const int *e;
729         const vec_t *v[3];
730         float v2[3][3];
731         qboolean insidebox;
732         qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
733         qboolean svbspactive = info->svbsp_active;
734         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
735         const int *leafsurfaceindices;
736         qboolean addedtris;
737         int i;
738         mportal_t *portal;
739         static float points[128][3];
740         // push the root node onto our nodestack
741         nodestack[nodestackpos++] = info->model->brush.data_nodes;
742         // we'll be done when the nodestack is empty
743         while (nodestackpos)
744         {
745                 // get a node from the stack to process
746                 node = nodestack[--nodestackpos];
747                 // is it a node or a leaf?
748                 plane = node->plane;
749                 if (plane)
750                 {
751                         // node
752 #if 0
753                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
754                                 continue;
755 #endif
756 #if 0
757                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
758                                 continue;
759 #endif
760                         // axial planes can be processed much more quickly
761                         if (plane->type < 3)
762                         {
763                                 // axial plane
764                                 if (info->lightmins[plane->type] > plane->dist)
765                                         nodestack[nodestackpos++] = node->children[0];
766                                 else if (info->lightmaxs[plane->type] < plane->dist)
767                                         nodestack[nodestackpos++] = node->children[1];
768                                 else
769                                 {
770                                         // recurse front side first because the svbsp building prefers it
771                                         if (info->relativelightorigin[plane->type] >= plane->dist)
772                                         {
773                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
774                                                         nodestack[nodestackpos++] = node->children[0];
775                                                 nodestack[nodestackpos++] = node->children[1];
776                                         }
777                                         else
778                                         {
779                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
780                                                         nodestack[nodestackpos++] = node->children[1];
781                                                 nodestack[nodestackpos++] = node->children[0];
782                                         }
783                                 }
784                         }
785                         else
786                         {
787                                 // sloped plane
788                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
789                                 switch (sides)
790                                 {
791                                 default:
792                                         continue; // ERROR: NAN bounding box!
793                                 case 1:
794                                         nodestack[nodestackpos++] = node->children[0];
795                                         break;
796                                 case 2:
797                                         nodestack[nodestackpos++] = node->children[1];
798                                         break;
799                                 case 3:
800                                         // recurse front side first because the svbsp building prefers it
801                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
802                                         {
803                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
804                                                         nodestack[nodestackpos++] = node->children[0];
805                                                 nodestack[nodestackpos++] = node->children[1];
806                                         }
807                                         else
808                                         {
809                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
810                                                         nodestack[nodestackpos++] = node->children[1];
811                                                 nodestack[nodestackpos++] = node->children[0];
812                                         }
813                                         break;
814                                 }
815                         }
816                 }
817                 else
818                 {
819                         // leaf
820                         leaf = (mleaf_t *)node;
821 #if 1
822                         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
823                                 continue;
824 #endif
825 #if 1
826                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
827                                 continue;
828 #endif
829 #if 1
830                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
831                                 continue;
832 #endif
833
834                         if (svbspactive)
835                         {
836                                 // we can occlusion test the leaf by checking if all of its portals
837                                 // are occluded (unless the light is in this leaf - but that was
838                                 // already handled by the caller)
839                                 for (portal = leaf->portals;portal;portal = portal->next)
840                                 {
841                                         for (i = 0;i < portal->numpoints;i++)
842                                                 VectorCopy(portal->points[i].position, points[i]);
843                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
844                                                 break;
845                                 }
846                                 if (leaf->portals && portal == NULL)
847                                         continue; // no portals of this leaf visible
848                         }
849
850                         // add this leaf to the reduced light bounds
851                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
852                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
853                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
854                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
855                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
856                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
857
858                         // mark this leaf as being visible to the light
859                         if (info->outleafpvs)
860                         {
861                                 int leafindex = leaf - info->model->brush.data_leafs;
862                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
863                                 {
864                                         SETPVSBIT(info->outleafpvs, leafindex);
865                                         info->outleaflist[info->outnumleafs++] = leafindex;
866                                 }
867                         }
868
869                         // when using BIH, we skip the surfaces here
870                         if (skipsurfaces)
871                                 continue;
872
873                         // iterate the surfaces linked by this leaf and check their triangles
874                         leafsurfaceindices = leaf->firstleafsurface;
875                         numleafsurfaces = leaf->numleafsurfaces;
876                         if (svbspinsertoccluder)
877                         {
878                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
879                                 {
880                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
881                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
882                                                 continue;
883                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
884                                         surface = surfaces + surfaceindex;
885                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
886                                                 continue;
887                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
888                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
889                                         if (!castshadow)
890                                                 continue;
891                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
892                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
893                                         {
894                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
895                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
896                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
897                                                 VectorCopy(v[0], v2[0]);
898                                                 VectorCopy(v[1], v2[1]);
899                                                 VectorCopy(v[2], v2[2]);
900                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
901                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
902                                         }
903                                 }
904                         }
905                         else
906                         {
907                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
908                                 {
909                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
910                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
911                                                 continue;
912                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
913                                         surface = surfaces + surfaceindex;
914                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
915                                                 continue;
916                                         addedtris = false;
917                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
918                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
919                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
920                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
921                                         {
922                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
923                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
924                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
925                                                 VectorCopy(v[0], v2[0]);
926                                                 VectorCopy(v[1], v2[1]);
927                                                 VectorCopy(v[2], v2[2]);
928                                                 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
929                                                         continue;
930                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
931                                                         continue;
932                                                 // we don't omit triangles from lighting even if they are
933                                                 // backfacing, because when using shadowmapping they are often
934                                                 // not fully occluded on the horizon of an edge
935                                                 SETPVSBIT(info->outlighttrispvs, t);
936                                                 addedtris = true;
937                                                 if (castshadow)
938                                                 {
939                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
940                                                         {
941                                                                 // if the material is double sided we
942                                                                 // can't cull by direction
943                                                                 SETPVSBIT(info->outshadowtrispvs, t);
944                                                         }
945                                                         else if (frontsidecasting)
946                                                         {
947                                                                 // front side casting occludes backfaces,
948                                                                 // so they are completely useless as both
949                                                                 // casters and lit polygons
950                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
951                                                                         SETPVSBIT(info->outshadowtrispvs, t);
952                                                         }
953                                                         else
954                                                         {
955                                                                 // back side casting does not occlude
956                                                                 // anything so we can't cull lit polygons
957                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
958                                                                         SETPVSBIT(info->outshadowtrispvs, t);
959                                                         }
960                                                 }
961                                         }
962                                         if (addedtris)
963                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
964                                 }
965                         }
966                 }
967         }
968 }
969
970 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
971 {
972         bih_leaf_t *leaf;
973         bih_node_t *node;
974         int nodenum;
975         int axis;
976         int surfaceindex;
977         int t;
978         int nodeleafindex;
979         int currentmaterialflags;
980         qboolean castshadow;
981         msurface_t *surface;
982         const int *e;
983         const vec_t *v[3];
984         float v2[3][3];
985         int nodestack[GETLIGHTINFO_MAXNODESTACK];
986         int nodestackpos = 0;
987         // note: because the BSP leafs are not in the BIH tree, the _BSP function
988         // must be called to mark leafs visible for entity culling...
989         // we start at the root node
990         nodestack[nodestackpos++] = bih->rootnode;
991         // we'll be done when the stack is empty
992         while (nodestackpos)
993         {
994                 // pop one off the stack to process
995                 nodenum = nodestack[--nodestackpos];
996                 // node
997                 node = bih->nodes + nodenum;
998                 if (node->type == BIH_UNORDERED)
999                 {
1000                         for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
1001                         {
1002                                 leaf = bih->leafs + node->children[nodeleafindex];
1003                                 if (leaf->type != BIH_RENDERTRIANGLE)
1004                                         continue;
1005 #if 1
1006                                 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
1007                                         continue;
1008 #endif
1009 #if 1
1010                                 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
1011                                         continue;
1012 #endif
1013                                 surfaceindex = leaf->surfaceindex;
1014                                 surface = info->model->data_surfaces + surfaceindex;
1015                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
1016                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1017                                 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1018                                 e = info->model->brush.shadowmesh->element3i + t * 3;
1019                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1020                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1021                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1022                                 VectorCopy(v[0], v2[0]);
1023                                 VectorCopy(v[1], v2[1]);
1024                                 VectorCopy(v[2], v2[2]);
1025                                 if (info->svbsp_insertoccluder)
1026                                 {
1027                                         if (castshadow)
1028                                                 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1029                                         continue;
1030                                 }
1031                                 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1032                                         continue;
1033                                 // we don't occlude triangles from lighting even
1034                                 // if they are backfacing, because when using
1035                                 // shadowmapping they are often not fully occluded
1036                                 // on the horizon of an edge
1037                                 SETPVSBIT(info->outlighttrispvs, t);
1038                                 if (castshadow)
1039                                 {
1040                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1041                                         {
1042                                                 // if the material is double sided we
1043                                                 // can't cull by direction
1044                                                 SETPVSBIT(info->outshadowtrispvs, t);
1045                                         }
1046                                         else if (r_shadow_frontsidecasting.integer)
1047                                         {
1048                                                 // front side casting occludes backfaces,
1049                                                 // so they are completely useless as both
1050                                                 // casters and lit polygons
1051                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1052                                                         SETPVSBIT(info->outshadowtrispvs, t);
1053                                         }
1054                                         else
1055                                         {
1056                                                 // back side casting does not occlude
1057                                                 // anything so we can't cull lit polygons
1058                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1059                                                         SETPVSBIT(info->outshadowtrispvs, t);
1060                                         }
1061                                 }
1062                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1063                                 {
1064                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
1065                                         info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1066                                 }
1067                         }
1068                 }
1069                 else
1070                 {
1071                         axis = node->type - BIH_SPLITX;
1072 #if 0
1073                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1074                                 continue;
1075 #endif
1076 #if 0
1077                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1078                                 continue;
1079 #endif
1080                         if (info->lightmins[axis] <= node->backmax)
1081                         {
1082                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1083                                         nodestack[nodestackpos++] = node->front;
1084                                 nodestack[nodestackpos++] = node->back;
1085                                 continue;
1086                         }
1087                         else if (info->lightmaxs[axis] >= node->frontmin)
1088                         {
1089                                 nodestack[nodestackpos++] = node->front;
1090                                 continue;
1091                         }
1092                         else
1093                                 continue; // light falls between children, nothing here
1094                 }
1095         }
1096 }
1097
1098 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1099 {
1100         extern cvar_t r_shadow_usebihculling;
1101         if (use_svbsp)
1102         {
1103                 float origin[3];
1104                 VectorCopy(info->relativelightorigin, origin);
1105                 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1106                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1107                 info->svbsp_active = true;
1108                 info->svbsp_insertoccluder = true;
1109                 for (;;)
1110                 {
1111                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1112                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1113                         // if that failed, retry with more nodes
1114                         if (r_svbsp.ranoutofnodes)
1115                         {
1116                                 // an upper limit is imposed
1117                                 if (r_svbsp.maxnodes >= 2<<22)
1118                                         break;
1119                                 r_svbsp.maxnodes *= 2;
1120                                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1121                                 //Mem_Free(r_svbsp.nodes);
1122                                 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1123                         }
1124                         else
1125                                 break;
1126                 }
1127                 // now clear the visibility arrays because we need to redo it
1128                 info->outnumleafs = 0;
1129                 info->outnumsurfaces = 0;
1130                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1131                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1132                 if (info->model->brush.shadowmesh)
1133                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1134                 else
1135                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1136                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1137         }
1138         else
1139                 info->svbsp_active = false;
1140
1141         // we HAVE to mark the leaf the light is in as lit, because portals are
1142         // irrelevant to a leaf that the light source is inside of
1143         // (and they are all facing away, too)
1144         {
1145                 mnode_t *node = info->model->brush.data_nodes;
1146                 mleaf_t *leaf;
1147                 while (node->plane)
1148                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1149                 leaf = (mleaf_t *)node;
1150                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1151                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1152                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1153                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1154                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1155                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1156                 if (info->outleafpvs)
1157                 {
1158                         int leafindex = leaf - info->model->brush.data_leafs;
1159                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1160                         {
1161                                 SETPVSBIT(info->outleafpvs, leafindex);
1162                                 info->outleaflist[info->outnumleafs++] = leafindex;
1163                         }
1164                 }
1165         }
1166
1167         info->svbsp_insertoccluder = false;
1168         // 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
1169         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1170         {
1171                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1172                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1173         }
1174         else
1175                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1176         // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1177         r_svbsp.nodes = NULL;
1178         if (developer_extra.integer && use_svbsp)
1179         {
1180                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1181                 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);
1182                 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);
1183         }
1184 }
1185
1186 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1187
1188 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1189 {
1190         int a = *(int*)ap;
1191         int b = *(int*)bp;
1192         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1193         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1194         if (as->texture < bs->texture)
1195                 return -1;
1196         if (as->texture > bs->texture)
1197                 return 1;
1198         return a - b;
1199 }
1200
1201 extern cvar_t r_shadow_sortsurfaces;
1202
1203 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)
1204 {
1205         r_q1bsp_getlightinfo_t info;
1206         VectorCopy(relativelightorigin, info.relativelightorigin);
1207         info.lightradius = lightradius;
1208         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1209         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1210         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1211         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1212         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1213         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1214         if (ent->model == NULL)
1215         {
1216                 VectorCopy(info.lightmins, outmins);
1217                 VectorCopy(info.lightmaxs, outmaxs);
1218                 *outnumleafspointer = 0;
1219                 *outnumsurfacespointer = 0;
1220                 return;
1221         }
1222         info.model = ent->model;
1223         info.outleaflist = outleaflist;
1224         info.outleafpvs = outleafpvs;
1225         info.outnumleafs = 0;
1226         info.visitingleafpvs = visitingleafpvs;
1227         info.outsurfacelist = outsurfacelist;
1228         info.outsurfacepvs = outsurfacepvs;
1229         info.outshadowtrispvs = outshadowtrispvs;
1230         info.outlighttrispvs = outlighttrispvs;
1231         info.outnumsurfaces = 0;
1232         info.numfrustumplanes = numfrustumplanes;
1233         info.frustumplanes = frustumplanes;
1234         VectorCopy(info.relativelightorigin, info.outmins);
1235         VectorCopy(info.relativelightorigin, info.outmaxs);
1236         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1237         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1238         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1239         if (info.model->brush.shadowmesh)
1240                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1241         else
1242                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1243         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1244         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1245                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1246         else
1247                 info.pvs = NULL;
1248         RSurf_ActiveWorldEntity();
1249
1250         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1251         {
1252                 // use portal recursion for exact light volume culling, and exact surface checking
1253                 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);
1254         }
1255         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1256         {
1257                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1258                 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);
1259         }
1260         else
1261         {
1262                 // recurse the bsp tree, checking leafs and surfaces for visibility
1263                 // optionally using svbsp for exact culling of compiled lights
1264                 // (or if the user enables dlight svbsp culling, which is mostly for
1265                 //  debugging not actual use)
1266                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1267         }
1268
1269         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1270
1271         // limit combined leaf box to light boundaries
1272         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1273         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1274         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1275         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1276         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1277         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1278
1279         *outnumleafspointer = info.outnumleafs;
1280         *outnumsurfacespointer = info.outnumsurfaces;
1281
1282         // now sort surfaces by texture for faster rendering
1283         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1284         if (r_shadow_sortsurfaces.integer)
1285                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1286 }
1287
1288 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1289 {
1290         dp_model_t *model = ent->model;
1291         msurface_t *surface;
1292         int surfacelistindex;
1293         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1294         // if triangle neighbors are disabled, shadowvolumes are disabled
1295         if (!model->brush.shadowmesh->neighbor3i)
1296                 return;
1297         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1298         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1299         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1300         {
1301                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1302                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1303                         continue;
1304                 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);
1305         }
1306         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);
1307         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1308 }
1309
1310 extern cvar_t r_polygonoffset_submodel_factor;
1311 extern cvar_t r_polygonoffset_submodel_offset;
1312 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)
1313 {
1314         dp_model_t *model = ent->model;
1315         const msurface_t *surface;
1316         int modelsurfacelistindex;
1317         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1318         // check the box in modelspace, it was already checked in worldspace
1319         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1320                 return;
1321         R_FrameData_SetMark();
1322         if (ent->model->brush.submodel)
1323                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1324         if (model->brush.shadowmesh)
1325         {
1326                 // if triangle neighbors are disabled, shadowvolumes are disabled
1327                 if (!model->brush.shadowmesh->neighbor3i)
1328                         return;
1329                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1330                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1331                 {
1332                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1333                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1334                                 continue;
1335                         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);
1336                 }
1337                 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);
1338         }
1339         else
1340         {
1341                 // if triangle neighbors are disabled, shadowvolumes are disabled
1342                 if (!model->surfmesh.data_neighbor3i)
1343                         return;
1344                 projectdistance = lightradius + model->radius*2;
1345                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1346                 // identify lit faces within the bounding box
1347                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1348                 {
1349                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1350                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1351                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1352                                 continue;
1353                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1354                 }
1355                 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);
1356         }
1357         if (ent->model->brush.submodel)
1358                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1359         R_FrameData_ReturnToMark();
1360 }
1361
1362 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1363 {
1364         dp_model_t *model = ent->model;
1365         msurface_t *surface;
1366         int surfacelistindex;
1367         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1368         int i;
1369         if (!model->brush.shadowmesh)
1370                 return;
1371         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1372         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1373         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1374         {
1375                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1376                 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);
1377         }
1378         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1379         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1380         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1381         for(i = 0;i<6;i++)
1382                 if(!sidetotals[i])
1383                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1384 }
1385
1386 #define RSURF_MAX_BATCHSURFACES 8192
1387
1388 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1389
1390 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)
1391 {
1392         dp_model_t *model = ent->model;
1393         const msurface_t *surface;
1394         int modelsurfacelistindex, batchnumsurfaces;
1395         // check the box in modelspace, it was already checked in worldspace
1396         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1397                 return;
1398         R_FrameData_SetMark();
1399         // identify lit faces within the bounding box
1400         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1401         {
1402                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1403                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1404                         continue;
1405                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1406                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1407                         continue;
1408                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1409                         continue;
1410                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1411                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1412                 batchsurfacelist[0] = surface;
1413                 batchnumsurfaces = 1;
1414                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1415                 {
1416                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1417                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1418                                 continue;
1419                         if (surface->texture != batchsurfacelist[0]->texture)
1420                                 break;
1421                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1422                                 continue;
1423                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1424                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1425                         batchsurfacelist[batchnumsurfaces++] = surface;
1426                 }
1427                 --modelsurfacelistindex;
1428                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1429                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1430                 if (rsurface.batchvertex3fbuffer)
1431                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1432                 else
1433                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1434                 RSurf_DrawBatch();
1435         }
1436         R_FrameData_ReturnToMark();
1437 }
1438
1439 #define BATCHSIZE 1024
1440
1441 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1442 {
1443         int i, j, endsurface;
1444         texture_t *t;
1445         const msurface_t *surface;
1446         R_FrameData_SetMark();
1447         // note: in practice this never actually receives batches
1448         R_Shadow_RenderMode_Begin();
1449         R_Shadow_RenderMode_ActiveLight(rtlight);
1450         R_Shadow_RenderMode_Lighting(false, true, false);
1451         R_Shadow_SetupEntityLight(ent);
1452         for (i = 0;i < numsurfaces;i = j)
1453         {
1454                 j = i + 1;
1455                 surface = rsurface.modelsurfaces + surfacelist[i];
1456                 t = surface->texture;
1457                 rsurface.texture = R_GetCurrentTexture(t);
1458                 endsurface = min(j + BATCHSIZE, numsurfaces);
1459                 for (j = i;j < endsurface;j++)
1460                 {
1461                         surface = rsurface.modelsurfaces + surfacelist[j];
1462                         if (t != surface->texture)
1463                                 break;
1464                         R_Shadow_RenderLighting(1, &surface);
1465                 }
1466         }
1467         R_Shadow_RenderMode_End();
1468         R_FrameData_ReturnToMark();
1469 }
1470
1471 extern qboolean r_shadow_usingdeferredprepass;
1472 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1473 {
1474         dp_model_t *model = ent->model;
1475         const msurface_t *surface;
1476         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1477         const msurface_t **texturesurfacelist;
1478         texture_t *tex;
1479         CHECKGLERROR
1480         R_FrameData_SetMark();
1481         // this is a double loop because non-visible surface skipping has to be
1482         // fast, and even if this is not the world model (and hence no visibility
1483         // checking) the input surface list and batch buffer are different formats
1484         // so some processing is necessary.  (luckily models have few surfaces)
1485         for (i = 0;i < numsurfaces;)
1486         {
1487                 batchnumsurfaces = 0;
1488                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1489                 if (ent == r_refdef.scene.worldentity)
1490                 {
1491                         for (;i < endsurface;i++)
1492                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1493                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1494                 }
1495                 else
1496                 {
1497                         for (;i < endsurface;i++)
1498                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1499                 }
1500                 if (!batchnumsurfaces)
1501                         continue;
1502                 for (k = 0;k < batchnumsurfaces;k = kend)
1503                 {
1504                         surface = batchsurfacelist[k];
1505                         tex = surface->texture;
1506                         rsurface.texture = R_GetCurrentTexture(tex);
1507                         // gather surfaces into a batch range
1508                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1509                                 ;
1510                         // now figure out what to do with this particular range of surfaces
1511                         // VorteX: added MATERIALFLAG_NORTLIGHT
1512                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
1513                                 continue;
1514                         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1515                                 continue;
1516                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1517                         {
1518                                 vec3_t tempcenter, center;
1519                                 for (l = k;l < kend;l++)
1520                                 {
1521                                         surface = batchsurfacelist[l];
1522                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1523                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1524                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1525                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1526                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1527                                 }
1528                                 continue;
1529                         }
1530                         if (r_shadow_usingdeferredprepass)
1531                                 continue;
1532                         texturenumsurfaces = kend - k;
1533                         texturesurfacelist = batchsurfacelist + k;
1534                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1535                 }
1536         }
1537         R_FrameData_ReturnToMark();
1538 }
1539
1540 //Made by [515]
1541 void R_ReplaceWorldTexture (void)
1542 {
1543         dp_model_t              *m;
1544         texture_t       *t;
1545         int                     i;
1546         const char      *r, *newt;
1547         skinframe_t *skinframe;
1548         if (!r_refdef.scene.worldmodel)
1549         {
1550                 Con_Printf("There is no worldmodel\n");
1551                 return;
1552         }
1553         m = r_refdef.scene.worldmodel;
1554
1555         if(Cmd_Argc() < 2)
1556         {
1557                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1558                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1559                 return;
1560         }
1561         if(!cl.islocalgame || !cl.worldmodel)
1562         {
1563                 Con_Print("This command works only in singleplayer\n");
1564                 return;
1565         }
1566         r = Cmd_Argv(1);
1567         newt = Cmd_Argv(2);
1568         if(!newt[0])
1569                 newt = r;
1570         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1571         {
1572                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1573                 {
1574                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1575                         {
1576 //                              t->skinframes[0] = skinframe;
1577                                 t->currentskinframe = skinframe;
1578                                 t->currentskinframe = skinframe;
1579                                 Con_Printf("%s replaced with %s\n", r, newt);
1580                         }
1581                         else
1582                         {
1583                                 Con_Printf("%s was not found\n", newt);
1584                                 return;
1585                         }
1586                 }
1587         }
1588 }
1589
1590 //Made by [515]
1591 void R_ListWorldTextures (void)
1592 {
1593         dp_model_t              *m;
1594         texture_t       *t;
1595         int                     i;
1596         if (!r_refdef.scene.worldmodel)
1597         {
1598                 Con_Printf("There is no worldmodel\n");
1599                 return;
1600         }
1601         m = r_refdef.scene.worldmodel;
1602
1603         Con_Print("Worldmodel textures :\n");
1604         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1605                 if (t->numskinframes)
1606                         Con_Printf("%s\n", t->name);
1607 }
1608
1609 #if 0
1610 static void gl_surf_start(void)
1611 {
1612 }
1613
1614 static void gl_surf_shutdown(void)
1615 {
1616 }
1617
1618 static void gl_surf_newmap(void)
1619 {
1620 }
1621 #endif
1622
1623 void GL_Surf_Init(void)
1624 {
1625
1626         Cvar_RegisterVariable(&r_ambient);
1627         Cvar_RegisterVariable(&r_lockpvs);
1628         Cvar_RegisterVariable(&r_lockvisibility);
1629         Cvar_RegisterVariable(&r_useportalculling);
1630         Cvar_RegisterVariable(&r_usesurfaceculling);
1631         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1632
1633         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1634         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1635
1636         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1637 }
1638