renamed r_bloomstate to r_fb because it contains framebuffer settings
[xonotic/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25 #include "csprogs.h"
26
27 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
28 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
29 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
30 cvar_t r_useportalculling = {0, "r_useportalculling", "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)"};
31 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)"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         dp_model_t *model = ent->model;
47         int *intblocklights;
48         unsigned char *templight;
49
50         smax = (surface->lightmapinfo->extents[0]>>4)+1;
51         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
52         size = smax*tmax;
53         size3 = size*3;
54
55         r_refdef.stats.lightmapupdatepixels += size;
56         r_refdef.stats.lightmapupdates++;
57
58         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
59         {
60                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61                 if (cl.buildlightmapmemory)
62                         Mem_Free(cl.buildlightmapmemory);
63                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
64         }
65
66         // these both point at the same buffer, templight is only used for final
67         // processing and can replace the intblocklights data as it goes
68         intblocklights = (int *)cl.buildlightmapmemory;
69         templight = (unsigned char *)cl.buildlightmapmemory;
70
71         // update cached lighting info
72         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
73
74         lightmap = surface->lightmapinfo->samples;
75
76 // set to full bright if no light data
77         bl = intblocklights;
78         if (!model->brushq1.lightdata)
79         {
80                 for (i = 0;i < size3;i++)
81                         bl[i] = 128*256;
82         }
83         else
84         {
85 // clear to no light
86                 memset(bl, 0, size3*sizeof(*bl));
87
88 // add all the lightmaps
89                 if (lightmap)
90                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92                                         bl[i] += lightmap[i] * scale;
93         }
94
95         stain = surface->lightmapinfo->stainsamples;
96         bl = intblocklights;
97         out = templight;
98         // the >> 16 shift adjusts down 8 bits to account for the stainmap
99         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100         // be doubled during rendering to achieve 2x overbright
101         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
102         if (stain)
103         {
104                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
105                 {
106                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
107                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
108                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
109                         out[3] = 255;
110                 }
111         }
112         else
113         {
114                 for (i = 0;i < size;i++, bl += 3, out += 4)
115                 {
116                         l = bl[0] >> 8;out[2] = min(l, 255);
117                         l = bl[1] >> 8;out[1] = min(l, 255);
118                         l = bl[2] >> 8;out[0] = min(l, 255);
119                         out[3] = 255;
120                 }
121         }
122
123         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
124
125         // update the surface's deluxemap if it has one
126         if (surface->deluxemaptexture != r_texture_blanknormalmap)
127         {
128                 vec3_t n;
129                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
130                 lightmap = surface->lightmapinfo->samples;
131                 // clear to no normalmap
132                 bl = intblocklights;
133                 memset(bl, 0, size3*sizeof(*bl));
134                 // add all the normalmaps
135                 if (lightmap && normalmap)
136                 {
137                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
138                         {
139                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
140                                 {
141                                         // add the normalmap with weighting proportional to the style's lightmap intensity
142                                         l = (int)(VectorLength(lightmap + i*3) * scale);
143                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
144                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
145                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
146                                 }
147                         }
148                 }
149                 bl = intblocklights;
150                 out = templight;
151                 // we simply renormalize the weighted normals to get a valid deluxemap
152                 for (i = 0;i < size;i++, bl += 3, out += 4)
153                 {
154                         VectorCopy(bl, n);
155                         VectorNormalize(n);
156                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
157                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
158                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
159                         out[3] = 255;
160                 }
161                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
162         }
163 }
164
165 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
166 {
167         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
168         msurface_t *surface, *endsurface;
169         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
170         unsigned char *bl;
171         vec3_t impact;
172
173         maxdist = radius * radius;
174         invradius = 1.0f / radius;
175
176 loc0:
177         if (!node->plane)
178                 return;
179         ndist = PlaneDiff(origin, node->plane);
180         if (ndist > radius)
181         {
182                 node = node->children[0];
183                 goto loc0;
184         }
185         if (ndist < -radius)
186         {
187                 node = node->children[1];
188                 goto loc0;
189         }
190
191         dist2 = ndist * ndist;
192         maxdist3 = maxdist - dist2;
193
194         if (node->plane->type < 3)
195         {
196                 VectorCopy(origin, impact);
197                 impact[node->plane->type] -= ndist;
198         }
199         else
200         {
201                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
202                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
203                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
204         }
205
206         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
207         {
208                 if (surface->lightmapinfo->stainsamples)
209                 {
210                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
211                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
212
213                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
214                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
215
216                         s = bound(0, impacts, smax * 16) - impacts;
217                         t = bound(0, impactt, tmax * 16) - impactt;
218                         i = (int)(s * s + t * t + dist2);
219                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
220                                 continue;
221
222                         // reduce calculations
223                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
224                                 sdtable[s] = i * i + dist2;
225
226                         bl = surface->lightmapinfo->stainsamples;
227                         smax3 = smax * 3;
228                         stained = false;
229
230                         i = impactt;
231                         for (t = 0;t < tmax;t++, i -= 16)
232                         {
233                                 td = i * i;
234                                 // make sure some part of it is visible on this line
235                                 if (td < maxdist3)
236                                 {
237                                         maxdist2 = maxdist - td;
238                                         for (s = 0;s < smax;s++)
239                                         {
240                                                 if (sdtable[s] < maxdist2)
241                                                 {
242                                                         ratio = lhrandom(0.0f, 1.0f);
243                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
244                                                         if (a >= (1.0f / 64.0f))
245                                                         {
246                                                                 if (a > 1)
247                                                                         a = 1;
248                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
249                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
250                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
251                                                                 stained = true;
252                                                         }
253                                                 }
254                                                 bl += 3;
255                                         }
256                                 }
257                                 else // skip line
258                                         bl += smax3;
259                         }
260                         // force lightmap upload
261                         if (stained)
262                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
263                 }
264         }
265
266         if (node->children[0]->plane)
267         {
268                 if (node->children[1]->plane)
269                 {
270                         R_StainNode(node->children[0], model, origin, radius, fcolor);
271                         node = node->children[1];
272                         goto loc0;
273                 }
274                 else
275                 {
276                         node = node->children[0];
277                         goto loc0;
278                 }
279         }
280         else if (node->children[1]->plane)
281         {
282                 node = node->children[1];
283                 goto loc0;
284         }
285 }
286
287 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
288 {
289         int n;
290         float fcolor[8];
291         entity_render_t *ent;
292         dp_model_t *model;
293         vec3_t org;
294         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
295                 return;
296         fcolor[0] = cr1;
297         fcolor[1] = cg1;
298         fcolor[2] = cb1;
299         fcolor[3] = ca1 * (1.0f / 64.0f);
300         fcolor[4] = cr2 - cr1;
301         fcolor[5] = cg2 - cg1;
302         fcolor[6] = cb2 - cb1;
303         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
304
305         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
306
307         // look for embedded bmodels
308         for (n = 0;n < cl.num_brushmodel_entities;n++)
309         {
310                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
311                 model = ent->model;
312                 if (model && model->name[0] == '*')
313                 {
314                         if (model->brush.data_nodes)
315                         {
316                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
317                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
318                         }
319                 }
320         }
321 }
322
323
324 /*
325 =============================================================
326
327         BRUSH MODELS
328
329 =============================================================
330 */
331
332 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
333 {
334         // due to the hacky nature of this function's parameters, this is never
335         // called with a batch, so numsurfaces is always 1, and the surfacelist
336         // contains only a leaf number for coloring purposes
337         const mportal_t *portal = (mportal_t *)ent;
338         qboolean isvis;
339         int i, numpoints;
340         float *v;
341         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
342         CHECKGLERROR
343         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
344         GL_DepthMask(false);
345         GL_DepthRange(0, 1);
346         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
347         GL_DepthTest(true);
348         GL_CullFace(GL_NONE);
349         R_EntityMatrix(&identitymatrix);
350
351         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
352
353 //      R_Mesh_ResetTextureState();
354
355         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
356
357         i = surfacelist[0] >> 1;
358         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361                          isvis ? 0.125f : 0.03125f);
362         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
363                 VectorCopy(portal->points[i].position, v);
364         R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
365         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
366         R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
367 }
368
369 // LordHavoc: this is just a nice debugging tool, very slow
370 void R_DrawPortals(void)
371 {
372         int i, leafnum;
373         mportal_t *portal;
374         float center[3], f;
375         dp_model_t *model = r_refdef.scene.worldmodel;
376         if (model == NULL)
377                 return;
378         for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
379         {
380                 if (r_refdef.viewcache.world_leafvisible[leafnum])
381                 {
382                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
383                         for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
384                         {
385                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
386                                 if (!R_CullBox(portal->mins, portal->maxs))
387                                 {
388                                         VectorClear(center);
389                                         for (i = 0;i < portal->numpoints;i++)
390                                                 VectorAdd(center, portal->points[i].position, center);
391                                         f = ixtable[portal->numpoints];
392                                         VectorScale(center, f, center);
393                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
394                                 }
395                         }
396                 }
397         }
398 }
399
400 static void R_View_WorldVisibility_CullSurfaces(void)
401 {
402         int surfaceindex;
403         int surfaceindexstart;
404         int surfaceindexend;
405         unsigned char *surfacevisible;
406         msurface_t *surfaces;
407         dp_model_t *model = r_refdef.scene.worldmodel;
408         if (!model)
409                 return;
410         if (r_trippy.integer)
411                 return;
412         if (r_usesurfaceculling.integer < 1)
413                 return;
414         surfaceindexstart = model->firstmodelsurface;
415         surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
416         surfaces = model->data_surfaces;
417         surfacevisible = r_refdef.viewcache.world_surfacevisible;
418         for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
419                 if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
420                         surfacevisible[surfaceindex] = 0;
421 }
422
423 void R_View_WorldVisibility(qboolean forcenovis)
424 {
425         int i, j, *mark;
426         mleaf_t *leaf;
427         mleaf_t *viewleaf;
428         dp_model_t *model = r_refdef.scene.worldmodel;
429
430         if (!model)
431                 return;
432
433         if (r_refdef.view.usecustompvs)
434         {
435                 // clear the visible surface and leaf flags arrays
436                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
437                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
438                 r_refdef.viewcache.world_novis = false;
439
440                 // simply cull each marked leaf to the frustum (view pyramid)
441                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
442                 {
443                         // if leaf is in current pvs and on the screen, mark its surfaces
444                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
445                         {
446                                 r_refdef.stats.world_leafs++;
447                                 r_refdef.viewcache.world_leafvisible[j] = true;
448                                 if (leaf->numleafsurfaces)
449                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
450                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
451                         }
452                 }
453                 R_View_WorldVisibility_CullSurfaces();
454                 return;
455         }
456
457         // if possible find the leaf the view origin is in
458         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
459         // if possible fetch the visible cluster bits
460         if (!r_lockpvs.integer && model->brush.FatPVS)
461                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
462
463         if (!r_lockvisibility.integer)
464         {
465                 // clear the visible surface and leaf flags arrays
466                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
467                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
468
469                 r_refdef.viewcache.world_novis = false;
470
471                 // if floating around in the void (no pvs data available, and no
472                 // portals available), simply use all on-screen leafs.
473                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
474                 {
475                         // no visibility method: (used when floating around in the void)
476                         // simply cull each leaf to the frustum (view pyramid)
477                         // similar to quake's RecursiveWorldNode but without cache misses
478                         r_refdef.viewcache.world_novis = true;
479                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
480                         {
481                                 if (leaf->clusterindex < 0)
482                                         continue;
483                                 // if leaf is in current pvs and on the screen, mark its surfaces
484                                 if (!R_CullBox(leaf->mins, leaf->maxs))
485                                 {
486                                         r_refdef.stats.world_leafs++;
487                                         r_refdef.viewcache.world_leafvisible[j] = true;
488                                         if (leaf->numleafsurfaces)
489                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
490                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
491                                 }
492                         }
493                 }
494                 // just check if each leaf in the PVS is on screen
495                 // (unless portal culling is enabled)
496                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
497                 {
498                         // pvs method:
499                         // simply check if each leaf is in the Potentially Visible Set,
500                         // and cull to frustum (view pyramid)
501                         // similar to quake's RecursiveWorldNode but without cache misses
502                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
503                         {
504                                 if (leaf->clusterindex < 0)
505                                         continue;
506                                 // if leaf is in current pvs and on the screen, mark its surfaces
507                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
508                                 {
509                                         r_refdef.stats.world_leafs++;
510                                         r_refdef.viewcache.world_leafvisible[j] = true;
511                                         if (leaf->numleafsurfaces)
512                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
513                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
514                                 }
515                         }
516                 }
517                 // if desired use a recursive portal flow, culling each portal to
518                 // frustum and checking if the leaf the portal leads to is in the pvs
519                 else
520                 {
521                         int leafstackpos;
522                         mportal_t *p;
523                         mleaf_t *leafstack[8192];
524                         // simple-frustum portal method:
525                         // follows portals leading outward from viewleaf, does not venture
526                         // offscreen or into leafs that are not visible, faster than
527                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
528                         // often culls some surfaces that pvs alone would miss
529                         // (such as a room in pvs that is hidden behind a wall, but the
530                         //  passage leading to the room is off-screen)
531                         leafstack[0] = viewleaf;
532                         leafstackpos = 1;
533                         while (leafstackpos)
534                         {
535                                 leaf = leafstack[--leafstackpos];
536                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
537                                         continue;
538                                 if (leaf->clusterindex < 0)
539                                         continue;
540                                 r_refdef.stats.world_leafs++;
541                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
542                                 // mark any surfaces bounding this leaf
543                                 if (leaf->numleafsurfaces)
544                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
545                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
546                                 // follow portals into other leafs
547                                 // the checks are:
548                                 // if viewer is behind portal (portal faces outward into the scene)
549                                 // and the portal polygon's bounding box is on the screen
550                                 // and the leaf has not been visited yet
551                                 // and the leaf is visible in the pvs
552                                 // (the first two checks won't cause as many cache misses as the leaf checks)
553                                 for (p = leaf->portals;p;p = p->next)
554                                 {
555                                         r_refdef.stats.world_portals++;
556                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
557                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
558                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
559                                          && !R_CullBox(p->mins, p->maxs)
560                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
561                                                 leafstack[leafstackpos++] = p->past;
562                                 }
563                         }
564                 }
565         }
566
567         R_View_WorldVisibility_CullSurfaces();
568 }
569
570 void R_Q1BSP_DrawSky(entity_render_t *ent)
571 {
572         if (ent->model == NULL)
573                 return;
574         if (ent == r_refdef.scene.worldentity)
575                 R_DrawWorldSurfaces(true, true, false, false, false);
576         else
577                 R_DrawModelSurfaces(ent, true, true, false, false, false);
578 }
579
580 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
581 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
582 {
583         int i, j, n, flagsmask;
584         dp_model_t *model = ent->model;
585         msurface_t *surfaces;
586         if (model == NULL)
587                 return;
588
589         if (ent == r_refdef.scene.worldentity)
590                 RSurf_ActiveWorldEntity();
591         else
592                 RSurf_ActiveModelEntity(ent, true, false, false);
593
594         surfaces = model->data_surfaces;
595         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
596
597         // add visible surfaces to draw list
598         if (ent == r_refdef.scene.worldentity)
599         {
600                 for (i = 0;i < model->nummodelsurfaces;i++)
601                 {
602                         j = model->sortedmodelsurfaces[i];
603                         if (r_refdef.viewcache.world_surfacevisible[j])
604                                 if (surfaces[j].texture->basematerialflags & flagsmask)
605                                         R_Water_AddWaterPlane(surfaces + j, 0);
606                 }
607         }
608         else
609         {
610                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
611                         n = ent->entitynumber;
612                 else
613                         n = 0;
614                 for (i = 0;i < model->nummodelsurfaces;i++)
615                 {
616                         j = model->sortedmodelsurfaces[i];
617                         if (surfaces[j].texture->basematerialflags & flagsmask)
618                                 R_Water_AddWaterPlane(surfaces + j, n);
619                 }
620         }
621         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
622 }
623
624 void R_Q1BSP_Draw(entity_render_t *ent)
625 {
626         dp_model_t *model = ent->model;
627         if (model == NULL)
628                 return;
629         if (ent == r_refdef.scene.worldentity)
630                 R_DrawWorldSurfaces(false, true, false, false, false);
631         else
632                 R_DrawModelSurfaces(ent, false, true, false, false, false);
633 }
634
635 void R_Q1BSP_DrawDepth(entity_render_t *ent)
636 {
637         dp_model_t *model = ent->model;
638         if (model == NULL)
639                 return;
640         GL_ColorMask(0,0,0,0);
641         GL_Color(1,1,1,1);
642         GL_DepthTest(true);
643         GL_BlendFunc(GL_ONE, GL_ZERO);
644         GL_DepthMask(true);
645 //      R_Mesh_ResetTextureState();
646         R_SetupShader_DepthOrShadow(false);
647         if (ent == r_refdef.scene.worldentity)
648                 R_DrawWorldSurfaces(false, false, true, false, false);
649         else
650                 R_DrawModelSurfaces(ent, false, false, true, false, false);
651         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
652 }
653
654 void R_Q1BSP_DrawDebug(entity_render_t *ent)
655 {
656         if (ent->model == NULL)
657                 return;
658         if (ent == r_refdef.scene.worldentity)
659                 R_DrawWorldSurfaces(false, false, false, true, false);
660         else
661                 R_DrawModelSurfaces(ent, false, false, false, true, false);
662 }
663
664 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
665 {
666         dp_model_t *model = ent->model;
667         if (model == NULL)
668                 return;
669         if (ent == r_refdef.scene.worldentity)
670                 R_DrawWorldSurfaces(false, true, false, false, true);
671         else
672                 R_DrawModelSurfaces(ent, false, true, false, false, true);
673 }
674
675 typedef struct r_q1bsp_getlightinfo_s
676 {
677         dp_model_t *model;
678         vec3_t relativelightorigin;
679         float lightradius;
680         int *outleaflist;
681         unsigned char *outleafpvs;
682         int outnumleafs;
683         unsigned char *visitingleafpvs;
684         int *outsurfacelist;
685         unsigned char *outsurfacepvs;
686         unsigned char *tempsurfacepvs;
687         unsigned char *outshadowtrispvs;
688         unsigned char *outlighttrispvs;
689         int outnumsurfaces;
690         vec3_t outmins;
691         vec3_t outmaxs;
692         vec3_t lightmins;
693         vec3_t lightmaxs;
694         const unsigned char *pvs;
695         qboolean svbsp_active;
696         qboolean svbsp_insertoccluder;
697         int numfrustumplanes;
698         const mplane_t *frustumplanes;
699 }
700 r_q1bsp_getlightinfo_t;
701
702 #define GETLIGHTINFO_MAXNODESTACK 4096
703
704 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
705 {
706         // nodestack
707         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
708         int nodestackpos = 0;
709         // node processing
710         mplane_t *plane;
711         mnode_t *node;
712         int sides;
713         // leaf processing
714         mleaf_t *leaf;
715         const msurface_t *surface;
716         const msurface_t *surfaces = info->model->data_surfaces;
717         int numleafsurfaces;
718         int leafsurfaceindex;
719         int surfaceindex;
720         int triangleindex, t;
721         int currentmaterialflags;
722         qboolean castshadow;
723         const int *e;
724         const vec_t *v[3];
725         float v2[3][3];
726         qboolean insidebox;
727         qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
728         qboolean svbspactive = info->svbsp_active;
729         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
730         const int *leafsurfaceindices;
731         qboolean addedtris;
732         int i;
733         mportal_t *portal;
734         static float points[128][3];
735         // push the root node onto our nodestack
736         nodestack[nodestackpos++] = info->model->brush.data_nodes;
737         // we'll be done when the nodestack is empty
738         while (nodestackpos)
739         {
740                 // get a node from the stack to process
741                 node = nodestack[--nodestackpos];
742                 // is it a node or a leaf?
743                 plane = node->plane;
744                 if (plane)
745                 {
746                         // node
747 #if 0
748                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
749                                 continue;
750 #endif
751 #if 0
752                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
753                                 continue;
754 #endif
755                         // axial planes can be processed much more quickly
756                         if (plane->type < 3)
757                         {
758                                 // axial plane
759                                 if (info->lightmins[plane->type] > plane->dist)
760                                         nodestack[nodestackpos++] = node->children[0];
761                                 else if (info->lightmaxs[plane->type] < plane->dist)
762                                         nodestack[nodestackpos++] = node->children[1];
763                                 else
764                                 {
765                                         // recurse front side first because the svbsp building prefers it
766                                         if (info->relativelightorigin[plane->type] >= plane->dist)
767                                         {
768                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
769                                                         nodestack[nodestackpos++] = node->children[0];
770                                                 nodestack[nodestackpos++] = node->children[1];
771                                         }
772                                         else
773                                         {
774                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
775                                                         nodestack[nodestackpos++] = node->children[1];
776                                                 nodestack[nodestackpos++] = node->children[0];
777                                         }
778                                 }
779                         }
780                         else
781                         {
782                                 // sloped plane
783                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
784                                 switch (sides)
785                                 {
786                                 default:
787                                         continue; // ERROR: NAN bounding box!
788                                 case 1:
789                                         nodestack[nodestackpos++] = node->children[0];
790                                         break;
791                                 case 2:
792                                         nodestack[nodestackpos++] = node->children[1];
793                                         break;
794                                 case 3:
795                                         // recurse front side first because the svbsp building prefers it
796                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
797                                         {
798                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
799                                                         nodestack[nodestackpos++] = node->children[0];
800                                                 nodestack[nodestackpos++] = node->children[1];
801                                         }
802                                         else
803                                         {
804                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
805                                                         nodestack[nodestackpos++] = node->children[1];
806                                                 nodestack[nodestackpos++] = node->children[0];
807                                         }
808                                         break;
809                                 }
810                         }
811                 }
812                 else
813                 {
814                         // leaf
815                         leaf = (mleaf_t *)node;
816 #if 1
817                         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
818                                 continue;
819 #endif
820 #if 1
821                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
822                                 continue;
823 #endif
824 #if 1
825                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
826                                 continue;
827 #endif
828
829                         if (svbspactive)
830                         {
831                                 // we can occlusion test the leaf by checking if all of its portals
832                                 // are occluded (unless the light is in this leaf - but that was
833                                 // already handled by the caller)
834                                 for (portal = leaf->portals;portal;portal = portal->next)
835                                 {
836                                         for (i = 0;i < portal->numpoints;i++)
837                                                 VectorCopy(portal->points[i].position, points[i]);
838                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
839                                                 break;
840                                 }
841                                 if (leaf->portals && portal == NULL)
842                                         continue; // no portals of this leaf visible
843                         }
844
845                         // add this leaf to the reduced light bounds
846                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
847                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
848                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
849                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
850                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
851                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
852
853                         // mark this leaf as being visible to the light
854                         if (info->outleafpvs)
855                         {
856                                 int leafindex = leaf - info->model->brush.data_leafs;
857                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
858                                 {
859                                         SETPVSBIT(info->outleafpvs, leafindex);
860                                         info->outleaflist[info->outnumleafs++] = leafindex;
861                                 }
862                         }
863
864                         // when using BIH, we skip the surfaces here
865                         if (skipsurfaces)
866                                 continue;
867
868                         // iterate the surfaces linked by this leaf and check their triangles
869                         leafsurfaceindices = leaf->firstleafsurface;
870                         numleafsurfaces = leaf->numleafsurfaces;
871                         if (svbspinsertoccluder)
872                         {
873                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
874                                 {
875                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
876                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
877                                                 continue;
878                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
879                                         surface = surfaces + surfaceindex;
880                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
881                                                 continue;
882                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
883                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
884                                         if (!castshadow)
885                                                 continue;
886                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
887                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
888                                         {
889                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
890                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
891                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
892                                                 VectorCopy(v[0], v2[0]);
893                                                 VectorCopy(v[1], v2[1]);
894                                                 VectorCopy(v[2], v2[2]);
895                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
896                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
897                                         }
898                                 }
899                         }
900                         else
901                         {
902                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
903                                 {
904                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
905                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
906                                                 continue;
907                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
908                                         surface = surfaces + surfaceindex;
909                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
910                                                 continue;
911                                         addedtris = false;
912                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
913                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
914                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
915                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
916                                         {
917                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
918                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
919                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
920                                                 VectorCopy(v[0], v2[0]);
921                                                 VectorCopy(v[1], v2[1]);
922                                                 VectorCopy(v[2], v2[2]);
923                                                 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
924                                                         continue;
925                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
926                                                         continue;
927                                                 // we don't omit triangles from lighting even if they are
928                                                 // backfacing, because when using shadowmapping they are often
929                                                 // not fully occluded on the horizon of an edge
930                                                 SETPVSBIT(info->outlighttrispvs, t);
931                                                 addedtris = true;
932                                                 if (castshadow)
933                                                 {
934                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
935                                                         {
936                                                                 // if the material is double sided we
937                                                                 // can't cull by direction
938                                                                 SETPVSBIT(info->outshadowtrispvs, t);
939                                                         }
940                                                         else if (frontsidecasting)
941                                                         {
942                                                                 // front side casting occludes backfaces,
943                                                                 // so they are completely useless as both
944                                                                 // casters and lit polygons
945                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
946                                                                         SETPVSBIT(info->outshadowtrispvs, t);
947                                                         }
948                                                         else
949                                                         {
950                                                                 // back side casting does not occlude
951                                                                 // anything so we can't cull lit polygons
952                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
953                                                                         SETPVSBIT(info->outshadowtrispvs, t);
954                                                         }
955                                                 }
956                                         }
957                                         if (addedtris)
958                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
959                                 }
960                         }
961                 }
962         }
963 }
964
965 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
966 {
967         bih_leaf_t *leaf;
968         bih_node_t *node;
969         int nodenum;
970         int axis;
971         int surfaceindex;
972         int t;
973         int nodeleafindex;
974         int currentmaterialflags;
975         qboolean castshadow;
976         msurface_t *surface;
977         const int *e;
978         const vec_t *v[3];
979         float v2[3][3];
980         int nodestack[GETLIGHTINFO_MAXNODESTACK];
981         int nodestackpos = 0;
982         // note: because the BSP leafs are not in the BIH tree, the _BSP function
983         // must be called to mark leafs visible for entity culling...
984         // we start at the root node
985         nodestack[nodestackpos++] = bih->rootnode;
986         // we'll be done when the stack is empty
987         while (nodestackpos)
988         {
989                 // pop one off the stack to process
990                 nodenum = nodestack[--nodestackpos];
991                 // node
992                 node = bih->nodes + nodenum;
993                 if (node->type == BIH_UNORDERED)
994                 {
995                         for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
996                         {
997                                 leaf = bih->leafs + node->children[nodeleafindex];
998                                 if (leaf->type != BIH_RENDERTRIANGLE)
999                                         continue;
1000 #if 1
1001                                 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
1002                                         continue;
1003 #endif
1004 #if 1
1005                                 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
1006                                         continue;
1007 #endif
1008                                 surfaceindex = leaf->surfaceindex;
1009                                 surface = info->model->data_surfaces + surfaceindex;
1010                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
1011                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1012                                 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1013                                 e = info->model->brush.shadowmesh->element3i + t * 3;
1014                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1015                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1016                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1017                                 VectorCopy(v[0], v2[0]);
1018                                 VectorCopy(v[1], v2[1]);
1019                                 VectorCopy(v[2], v2[2]);
1020                                 if (info->svbsp_insertoccluder)
1021                                 {
1022                                         if (castshadow)
1023                                                 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1024                                         continue;
1025                                 }
1026                                 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1027                                         continue;
1028                                 // we don't occlude triangles from lighting even
1029                                 // if they are backfacing, because when using
1030                                 // shadowmapping they are often not fully occluded
1031                                 // on the horizon of an edge
1032                                 SETPVSBIT(info->outlighttrispvs, t);
1033                                 if (castshadow)
1034                                 {
1035                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1036                                         {
1037                                                 // if the material is double sided we
1038                                                 // can't cull by direction
1039                                                 SETPVSBIT(info->outshadowtrispvs, t);
1040                                         }
1041                                         else if (r_shadow_frontsidecasting.integer)
1042                                         {
1043                                                 // front side casting occludes backfaces,
1044                                                 // so they are completely useless as both
1045                                                 // casters and lit polygons
1046                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1047                                                         SETPVSBIT(info->outshadowtrispvs, t);
1048                                         }
1049                                         else
1050                                         {
1051                                                 // back side casting does not occlude
1052                                                 // anything so we can't cull lit polygons
1053                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1054                                                         SETPVSBIT(info->outshadowtrispvs, t);
1055                                         }
1056                                 }
1057                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1058                                 {
1059                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
1060                                         info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1061                                 }
1062                         }
1063                 }
1064                 else
1065                 {
1066                         axis = node->type - BIH_SPLITX;
1067 #if 0
1068                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1069                                 continue;
1070 #endif
1071 #if 0
1072                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1073                                 continue;
1074 #endif
1075                         if (info->lightmins[axis] <= node->backmax)
1076                         {
1077                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1078                                         nodestack[nodestackpos++] = node->front;
1079                                 nodestack[nodestackpos++] = node->back;
1080                                 continue;
1081                         }
1082                         else if (info->lightmaxs[axis] >= node->frontmin)
1083                         {
1084                                 nodestack[nodestackpos++] = node->front;
1085                                 continue;
1086                         }
1087                         else
1088                                 continue; // light falls between children, nothing here
1089                 }
1090         }
1091 }
1092
1093 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1094 {
1095         extern cvar_t r_shadow_usebihculling;
1096         if (use_svbsp)
1097         {
1098                 float origin[3];
1099                 VectorCopy(info->relativelightorigin, origin);
1100                 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1101                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1102                 info->svbsp_active = true;
1103                 info->svbsp_insertoccluder = true;
1104                 for (;;)
1105                 {
1106                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1107                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1108                         // if that failed, retry with more nodes
1109                         if (r_svbsp.ranoutofnodes)
1110                         {
1111                                 // an upper limit is imposed
1112                                 if (r_svbsp.maxnodes >= 2<<22)
1113                                         break;
1114                                 r_svbsp.maxnodes *= 2;
1115                                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1116                                 //Mem_Free(r_svbsp.nodes);
1117                                 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1118                         }
1119                         else
1120                                 break;
1121                 }
1122                 // now clear the visibility arrays because we need to redo it
1123                 info->outnumleafs = 0;
1124                 info->outnumsurfaces = 0;
1125                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1126                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1127                 if (info->model->brush.shadowmesh)
1128                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1129                 else
1130                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1131                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1132         }
1133         else
1134                 info->svbsp_active = false;
1135
1136         // we HAVE to mark the leaf the light is in as lit, because portals are
1137         // irrelevant to a leaf that the light source is inside of
1138         // (and they are all facing away, too)
1139         {
1140                 mnode_t *node = info->model->brush.data_nodes;
1141                 mleaf_t *leaf;
1142                 while (node->plane)
1143                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1144                 leaf = (mleaf_t *)node;
1145                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1146                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1147                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1148                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1149                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1150                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1151                 if (info->outleafpvs)
1152                 {
1153                         int leafindex = leaf - info->model->brush.data_leafs;
1154                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1155                         {
1156                                 SETPVSBIT(info->outleafpvs, leafindex);
1157                                 info->outleaflist[info->outnumleafs++] = leafindex;
1158                         }
1159                 }
1160         }
1161
1162         info->svbsp_insertoccluder = false;
1163         // 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
1164         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1165         {
1166                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1167                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1168         }
1169         else
1170                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1171         // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1172         r_svbsp.nodes = NULL;
1173         if (developer_extra.integer && use_svbsp)
1174         {
1175                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1176                 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);
1177                 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);
1178         }
1179 }
1180
1181 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1182
1183 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1184 {
1185         int a = *(int*)ap;
1186         int b = *(int*)bp;
1187         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1188         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1189         if (as->texture < bs->texture)
1190                 return -1;
1191         if (as->texture > bs->texture)
1192                 return 1;
1193         return a - b;
1194 }
1195
1196 extern cvar_t r_shadow_sortsurfaces;
1197
1198 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)
1199 {
1200         r_q1bsp_getlightinfo_t info;
1201         VectorCopy(relativelightorigin, info.relativelightorigin);
1202         info.lightradius = lightradius;
1203         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1204         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1205         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1206         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1207         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1208         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1209         if (ent->model == NULL)
1210         {
1211                 VectorCopy(info.lightmins, outmins);
1212                 VectorCopy(info.lightmaxs, outmaxs);
1213                 *outnumleafspointer = 0;
1214                 *outnumsurfacespointer = 0;
1215                 return;
1216         }
1217         info.model = ent->model;
1218         info.outleaflist = outleaflist;
1219         info.outleafpvs = outleafpvs;
1220         info.outnumleafs = 0;
1221         info.visitingleafpvs = visitingleafpvs;
1222         info.outsurfacelist = outsurfacelist;
1223         info.outsurfacepvs = outsurfacepvs;
1224         info.outshadowtrispvs = outshadowtrispvs;
1225         info.outlighttrispvs = outlighttrispvs;
1226         info.outnumsurfaces = 0;
1227         info.numfrustumplanes = numfrustumplanes;
1228         info.frustumplanes = frustumplanes;
1229         VectorCopy(info.relativelightorigin, info.outmins);
1230         VectorCopy(info.relativelightorigin, info.outmaxs);
1231         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1232         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1233         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1234         if (info.model->brush.shadowmesh)
1235                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1236         else
1237                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1238         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1239         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1240                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1241         else
1242                 info.pvs = NULL;
1243         RSurf_ActiveWorldEntity();
1244
1245         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1246         {
1247                 // use portal recursion for exact light volume culling, and exact surface checking
1248                 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);
1249         }
1250         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1251         {
1252                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1253                 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);
1254         }
1255         else
1256         {
1257                 // recurse the bsp tree, checking leafs and surfaces for visibility
1258                 // optionally using svbsp for exact culling of compiled lights
1259                 // (or if the user enables dlight svbsp culling, which is mostly for
1260                 //  debugging not actual use)
1261                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1262         }
1263
1264         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1265
1266         // limit combined leaf box to light boundaries
1267         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1268         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1269         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1270         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1271         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1272         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1273
1274         *outnumleafspointer = info.outnumleafs;
1275         *outnumsurfacespointer = info.outnumsurfaces;
1276
1277         // now sort surfaces by texture for faster rendering
1278         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1279         if (r_shadow_sortsurfaces.integer)
1280                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1281 }
1282
1283 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1284 {
1285         dp_model_t *model = ent->model;
1286         msurface_t *surface;
1287         int surfacelistindex;
1288         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1289         // if triangle neighbors are disabled, shadowvolumes are disabled
1290         if (!model->brush.shadowmesh->neighbor3i)
1291                 return;
1292         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1293         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1294         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1295         {
1296                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1297                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1298                         continue;
1299                 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);
1300         }
1301         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);
1302         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1303 }
1304
1305 extern cvar_t r_polygonoffset_submodel_factor;
1306 extern cvar_t r_polygonoffset_submodel_offset;
1307 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)
1308 {
1309         dp_model_t *model = ent->model;
1310         const msurface_t *surface;
1311         int modelsurfacelistindex;
1312         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1313         // check the box in modelspace, it was already checked in worldspace
1314         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1315                 return;
1316         R_FrameData_SetMark();
1317         if (ent->model->brush.submodel)
1318                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1319         if (model->brush.shadowmesh)
1320         {
1321                 // if triangle neighbors are disabled, shadowvolumes are disabled
1322                 if (!model->brush.shadowmesh->neighbor3i)
1323                         return;
1324                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1325                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1326                 {
1327                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1328                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1329                                 continue;
1330                         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);
1331                 }
1332                 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);
1333         }
1334         else
1335         {
1336                 // if triangle neighbors are disabled, shadowvolumes are disabled
1337                 if (!model->surfmesh.data_neighbor3i)
1338                         return;
1339                 projectdistance = lightradius + model->radius*2;
1340                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1341                 // identify lit faces within the bounding box
1342                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1343                 {
1344                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1345                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1346                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1347                                 continue;
1348                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1349                 }
1350                 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);
1351         }
1352         if (ent->model->brush.submodel)
1353                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1354         R_FrameData_ReturnToMark();
1355 }
1356
1357 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1358 {
1359         dp_model_t *model = ent->model;
1360         msurface_t *surface;
1361         int surfacelistindex;
1362         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1363         int i;
1364         if (!model->brush.shadowmesh)
1365                 return;
1366         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1367         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1368         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1369         {
1370                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1371                 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);
1372         }
1373         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1374         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1375         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1376         for(i = 0;i<6;i++)
1377                 if(!sidetotals[i])
1378                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1379 }
1380
1381 #define RSURF_MAX_BATCHSURFACES 8192
1382
1383 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1384
1385 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)
1386 {
1387         dp_model_t *model = ent->model;
1388         const msurface_t *surface;
1389         int modelsurfacelistindex, batchnumsurfaces;
1390         // check the box in modelspace, it was already checked in worldspace
1391         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1392                 return;
1393         R_FrameData_SetMark();
1394         // identify lit faces within the bounding box
1395         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1396         {
1397                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1398                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1399                         continue;
1400                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1401                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1402                         continue;
1403                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1404                         continue;
1405                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1406                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1407                 batchsurfacelist[0] = surface;
1408                 batchnumsurfaces = 1;
1409                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1410                 {
1411                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1412                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1413                                 continue;
1414                         if (surface->texture != batchsurfacelist[0]->texture)
1415                                 break;
1416                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1417                                 continue;
1418                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1419                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1420                         batchsurfacelist[batchnumsurfaces++] = surface;
1421                 }
1422                 --modelsurfacelistindex;
1423                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1424                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1425                 if (rsurface.batchvertex3fbuffer)
1426                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1427                 else
1428                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1429                 RSurf_DrawBatch();
1430         }
1431         R_FrameData_ReturnToMark();
1432 }
1433
1434 #define BATCHSIZE 1024
1435
1436 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1437 {
1438         int i, j, endsurface;
1439         texture_t *t;
1440         const msurface_t *surface;
1441         R_FrameData_SetMark();
1442         // note: in practice this never actually receives batches
1443         R_Shadow_RenderMode_Begin();
1444         R_Shadow_RenderMode_ActiveLight(rtlight);
1445         R_Shadow_RenderMode_Lighting(false, true, false);
1446         R_Shadow_SetupEntityLight(ent);
1447         for (i = 0;i < numsurfaces;i = j)
1448         {
1449                 j = i + 1;
1450                 surface = rsurface.modelsurfaces + surfacelist[i];
1451                 t = surface->texture;
1452                 rsurface.texture = R_GetCurrentTexture(t);
1453                 endsurface = min(j + BATCHSIZE, numsurfaces);
1454                 for (j = i;j < endsurface;j++)
1455                 {
1456                         surface = rsurface.modelsurfaces + surfacelist[j];
1457                         if (t != surface->texture)
1458                                 break;
1459                         R_Shadow_RenderLighting(1, &surface);
1460                 }
1461         }
1462         R_Shadow_RenderMode_End();
1463         R_FrameData_ReturnToMark();
1464 }
1465
1466 extern qboolean r_shadow_usingdeferredprepass;
1467 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1468 {
1469         dp_model_t *model = ent->model;
1470         const msurface_t *surface;
1471         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1472         const msurface_t **texturesurfacelist;
1473         texture_t *tex;
1474         CHECKGLERROR
1475         R_FrameData_SetMark();
1476         // this is a double loop because non-visible surface skipping has to be
1477         // fast, and even if this is not the world model (and hence no visibility
1478         // checking) the input surface list and batch buffer are different formats
1479         // so some processing is necessary.  (luckily models have few surfaces)
1480         for (i = 0;i < numsurfaces;)
1481         {
1482                 batchnumsurfaces = 0;
1483                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1484                 if (ent == r_refdef.scene.worldentity)
1485                 {
1486                         for (;i < endsurface;i++)
1487                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1488                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1489                 }
1490                 else
1491                 {
1492                         for (;i < endsurface;i++)
1493                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1494                 }
1495                 if (!batchnumsurfaces)
1496                         continue;
1497                 for (k = 0;k < batchnumsurfaces;k = kend)
1498                 {
1499                         surface = batchsurfacelist[k];
1500                         tex = surface->texture;
1501                         rsurface.texture = R_GetCurrentTexture(tex);
1502                         // gather surfaces into a batch range
1503                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1504                                 ;
1505                         // now figure out what to do with this particular range of surfaces
1506                         // VorteX: added MATERIALFLAG_NORTLIGHT
1507                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
1508                                 continue;
1509                         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1510                                 continue;
1511                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1512                         {
1513                                 vec3_t tempcenter, center;
1514                                 for (l = k;l < kend;l++)
1515                                 {
1516                                         surface = batchsurfacelist[l];
1517                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1518                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1519                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1520                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1521                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1522                                 }
1523                                 continue;
1524                         }
1525                         if (r_shadow_usingdeferredprepass)
1526                                 continue;
1527                         texturenumsurfaces = kend - k;
1528                         texturesurfacelist = batchsurfacelist + k;
1529                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1530                 }
1531         }
1532         R_FrameData_ReturnToMark();
1533 }
1534
1535 //Made by [515]
1536 void R_ReplaceWorldTexture (void)
1537 {
1538         dp_model_t              *m;
1539         texture_t       *t;
1540         int                     i;
1541         const char      *r, *newt;
1542         skinframe_t *skinframe;
1543         if (!r_refdef.scene.worldmodel)
1544         {
1545                 Con_Printf("There is no worldmodel\n");
1546                 return;
1547         }
1548         m = r_refdef.scene.worldmodel;
1549
1550         if(Cmd_Argc() < 2)
1551         {
1552                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1553                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1554                 return;
1555         }
1556         if(!cl.islocalgame || !cl.worldmodel)
1557         {
1558                 Con_Print("This command works only in singleplayer\n");
1559                 return;
1560         }
1561         r = Cmd_Argv(1);
1562         newt = Cmd_Argv(2);
1563         if(!newt[0])
1564                 newt = r;
1565         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1566         {
1567                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1568                 {
1569                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1570                         {
1571 //                              t->skinframes[0] = skinframe;
1572                                 t->currentskinframe = skinframe;
1573                                 t->currentskinframe = skinframe;
1574                                 Con_Printf("%s replaced with %s\n", r, newt);
1575                         }
1576                         else
1577                         {
1578                                 Con_Printf("%s was not found\n", newt);
1579                                 return;
1580                         }
1581                 }
1582         }
1583 }
1584
1585 //Made by [515]
1586 void R_ListWorldTextures (void)
1587 {
1588         dp_model_t              *m;
1589         texture_t       *t;
1590         int                     i;
1591         if (!r_refdef.scene.worldmodel)
1592         {
1593                 Con_Printf("There is no worldmodel\n");
1594                 return;
1595         }
1596         m = r_refdef.scene.worldmodel;
1597
1598         Con_Print("Worldmodel textures :\n");
1599         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1600                 if (t->numskinframes)
1601                         Con_Printf("%s\n", t->name);
1602 }
1603
1604 #if 0
1605 static void gl_surf_start(void)
1606 {
1607 }
1608
1609 static void gl_surf_shutdown(void)
1610 {
1611 }
1612
1613 static void gl_surf_newmap(void)
1614 {
1615 }
1616 #endif
1617
1618 void GL_Surf_Init(void)
1619 {
1620
1621         Cvar_RegisterVariable(&r_ambient);
1622         Cvar_RegisterVariable(&r_lockpvs);
1623         Cvar_RegisterVariable(&r_lockvisibility);
1624         Cvar_RegisterVariable(&r_useportalculling);
1625         Cvar_RegisterVariable(&r_usesurfaceculling);
1626         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1627
1628         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1629         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1630
1631         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1632 }
1633