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implemented shadow caster culling by creating a frustum plane set that includes the...
[xonotic/darkplaces.git] / gl_rsurf.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_surf.c: surface-related refresh code
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "portals.h"
25
26 #define MAX_LIGHTMAP_SIZE 256
27
28 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         model_t *model = ent->model;
47         static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
48         static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
49
50         // update cached lighting info
51         surface->cached_dlight = 0;
52
53         smax = (surface->lightmapinfo->extents[0]>>4)+1;
54         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
55         size = smax*tmax;
56         size3 = size*3;
57         lightmap = surface->lightmapinfo->samples;
58
59 // set to full bright if no light data
60         bl = intblocklights;
61         if (!model->brushq1.lightdata)
62         {
63                 for (i = 0;i < size3;i++)
64                         bl[i] = 255*256;
65         }
66         else
67         {
68 // clear to no light
69                 memset(bl, 0, size3*sizeof(*bl));
70
71 // add all the lightmaps
72                 if (lightmap)
73                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
74                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
75                                         bl[i] += lightmap[i] * scale;
76         }
77
78         stain = surface->lightmapinfo->stainsamples;
79         bl = intblocklights;
80         out = templight;
81         // the >> 16 shift adjusts down 8 bits to account for the stainmap
82         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
83         // be doubled during rendering to achieve 2x overbright
84         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
85         if (model->brushq1.lightmaprgba)
86         {
87                 for (i = 0;i < size;i++)
88                 {
89                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
90                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
91                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
92                         *out++ = 255;
93                 }
94         }
95         else
96         {
97                 for (i = 0;i < size;i++)
98                 {
99                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
100                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
101                         l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
102                 }
103         }
104
105         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
106
107         // update the surface's deluxemap if it has one
108         if (surface->deluxemaptexture != r_texture_blanknormalmap)
109         {
110                 vec3_t n;
111                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
112                 lightmap = surface->lightmapinfo->samples;
113                 // clear to no normalmap
114                 bl = intblocklights;
115                 memset(bl, 0, size3*sizeof(*bl));
116                 // add all the normalmaps
117                 if (lightmap && normalmap)
118                 {
119                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
120                         {
121                                 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
122                                 {
123                                         // add the normalmap with weighting proportional to the style's lightmap intensity
124                                         l = (int)(VectorLength(lightmap + i*3) * scale);
125                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
126                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
127                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
128                                 }
129                         }
130                 }
131                 bl = intblocklights;
132                 out = templight;
133                 // we simply renormalize the weighted normals to get a valid deluxemap
134                 if (model->brushq1.lightmaprgba)
135                 {
136                         for (i = 0;i < size;i++, bl += 3)
137                         {
138                                 VectorCopy(bl, n);
139                                 VectorNormalize(n);
140                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
141                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
142                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
143                                 *out++ = 255;
144                         }
145                 }
146                 else
147                 {
148                         for (i = 0;i < size;i++, bl += 3)
149                         {
150                                 VectorCopy(bl, n);
151                                 VectorNormalize(n);
152                                 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
153                                 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
154                                 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
155                         }
156                 }
157                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
158         }
159 }
160
161 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
162 {
163         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
164         msurface_t *surface, *endsurface;
165         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
166         unsigned char *bl;
167         vec3_t impact;
168
169         maxdist = radius * radius;
170         invradius = 1.0f / radius;
171
172 loc0:
173         if (!node->plane)
174                 return;
175         ndist = PlaneDiff(origin, node->plane);
176         if (ndist > radius)
177         {
178                 node = node->children[0];
179                 goto loc0;
180         }
181         if (ndist < -radius)
182         {
183                 node = node->children[1];
184                 goto loc0;
185         }
186
187         dist2 = ndist * ndist;
188         maxdist3 = maxdist - dist2;
189
190         if (node->plane->type < 3)
191         {
192                 VectorCopy(origin, impact);
193                 impact[node->plane->type] -= ndist;
194         }
195         else
196         {
197                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
198                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
199                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
200         }
201
202         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
203         {
204                 if (surface->lightmapinfo->stainsamples)
205                 {
206                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
207                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
208
209                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
210                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
211
212                         s = bound(0, impacts, smax * 16) - impacts;
213                         t = bound(0, impactt, tmax * 16) - impactt;
214                         i = (int)(s * s + t * t + dist2);
215                         if (i > maxdist)
216                                 continue;
217
218                         // reduce calculations
219                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
220                                 sdtable[s] = i * i + dist2;
221
222                         bl = surface->lightmapinfo->stainsamples;
223                         smax3 = smax * 3;
224                         stained = false;
225
226                         i = impactt;
227                         for (t = 0;t < tmax;t++, i -= 16)
228                         {
229                                 td = i * i;
230                                 // make sure some part of it is visible on this line
231                                 if (td < maxdist3)
232                                 {
233                                         maxdist2 = maxdist - td;
234                                         for (s = 0;s < smax;s++)
235                                         {
236                                                 if (sdtable[s] < maxdist2)
237                                                 {
238                                                         ratio = lhrandom(0.0f, 1.0f);
239                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
240                                                         if (a >= (1.0f / 64.0f))
241                                                         {
242                                                                 if (a > 1)
243                                                                         a = 1;
244                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
245                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
246                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
247                                                                 stained = true;
248                                                         }
249                                                 }
250                                                 bl += 3;
251                                         }
252                                 }
253                                 else // skip line
254                                         bl += smax3;
255                         }
256                         // force lightmap upload
257                         if (stained)
258                                 surface->cached_dlight = true;
259                 }
260         }
261
262         if (node->children[0]->plane)
263         {
264                 if (node->children[1]->plane)
265                 {
266                         R_StainNode(node->children[0], model, origin, radius, fcolor);
267                         node = node->children[1];
268                         goto loc0;
269                 }
270                 else
271                 {
272                         node = node->children[0];
273                         goto loc0;
274                 }
275         }
276         else if (node->children[1]->plane)
277         {
278                 node = node->children[1];
279                 goto loc0;
280         }
281 }
282
283 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)
284 {
285         int n;
286         float fcolor[8];
287         entity_render_t *ent;
288         model_t *model;
289         vec3_t org;
290         if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
291                 return;
292         fcolor[0] = cr1;
293         fcolor[1] = cg1;
294         fcolor[2] = cb1;
295         fcolor[3] = ca1 * (1.0f / 64.0f);
296         fcolor[4] = cr2 - cr1;
297         fcolor[5] = cg2 - cg1;
298         fcolor[6] = cb2 - cb1;
299         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
300
301         R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
302
303         // look for embedded bmodels
304         for (n = 0;n < cl.num_brushmodel_entities;n++)
305         {
306                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
307                 model = ent->model;
308                 if (model && model->name[0] == '*')
309                 {
310                         if (model->brush.data_nodes)
311                         {
312                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
313                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
314                         }
315                 }
316         }
317 }
318
319
320 /*
321 =============================================================
322
323         BRUSH MODELS
324
325 =============================================================
326 */
327
328 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
329 {
330         // due to the hacky nature of this function's parameters, this is never
331         // called with a batch, so numsurfaces is always 1, and the surfacelist
332         // contains only a leaf number for coloring purposes
333         const mportal_t *portal = (mportal_t *)ent;
334         int i, numpoints;
335         float *v;
336         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
337         CHECKGLERROR
338         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
339         GL_DepthMask(false);
340         GL_DepthTest(true);
341         GL_CullFace(GL_NONE);
342         R_Mesh_Matrix(&identitymatrix);
343
344         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
345
346         R_Mesh_VertexPointer(vertex3f);
347         R_Mesh_ColorPointer(NULL);
348         R_Mesh_ResetTextureState();
349
350         i = surfacelist[0];
351         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
352                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
353                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
354                          0.125f);
355         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
356                 VectorCopy(portal->points[i].position, v);
357         R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
358 }
359
360 // LordHavoc: this is just a nice debugging tool, very slow
361 void R_DrawPortals(void)
362 {
363         int i, leafnum;
364         mportal_t *portal;
365         float center[3], f;
366         model_t *model = r_refdef.worldmodel;
367         if (model == NULL)
368                 return;
369         for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
370         {
371                 if (r_viewcache.world_leafvisible[leafnum])
372                 {
373                         //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
374                         for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
375                         {
376                                 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
377                                 if (!R_CullBox(portal->mins, portal->maxs))
378                                 {
379                                         VectorClear(center);
380                                         for (i = 0;i < portal->numpoints;i++)
381                                                 VectorAdd(center, portal->points[i].position, center);
382                                         f = ixtable[portal->numpoints];
383                                         VectorScale(center, f, center);
384                                         R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
385                                 }
386                         }
387                 }
388         }
389 }
390
391 void R_View_WorldVisibility(void)
392 {
393         int i, j, *mark;
394         mleaf_t *leaf;
395         mleaf_t *viewleaf;
396         model_t *model = r_refdef.worldmodel;
397
398         if (!model)
399                 return;
400
401         // if possible find the leaf the view origin is in
402         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
403         // if possible fetch the visible cluster bits
404         if (!r_lockpvs.integer && model->brush.FatPVS)
405                 model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
406
407         if (!r_lockvisibility.integer)
408         {
409                 // clear the visible surface and leaf flags arrays
410                 memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
411                 memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
412
413                 r_viewcache.world_novis = false;
414
415                 // if floating around in the void (no pvs data available, and no
416                 // portals available), simply use all on-screen leafs.
417                 if (!viewleaf || viewleaf->clusterindex < 0)
418                 {
419                         // no visibility method: (used when floating around in the void)
420                         // simply cull each leaf to the frustum (view pyramid)
421                         // similar to quake's RecursiveWorldNode but without cache misses
422                         r_viewcache.world_novis = true;
423                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
424                         {
425                                 // if leaf is in current pvs and on the screen, mark its surfaces
426                                 if (!R_CullBox(leaf->mins, leaf->maxs))
427                                 {
428                                         r_refdef.stats.world_leafs++;
429                                         r_viewcache.world_leafvisible[j] = true;
430                                         if (leaf->numleafsurfaces)
431                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
432                                                         r_viewcache.world_surfacevisible[*mark] = true;
433                                 }
434                         }
435                 }
436                 // if the user prefers to disable portal culling (testing?), simply
437                 // use all on-screen leafs that are in the pvs.
438                 else if (!r_useportalculling.integer)
439                 {
440                         // pvs method:
441                         // simply check if each leaf is in the Potentially Visible Set,
442                         // and cull to frustum (view pyramid)
443                         // similar to quake's RecursiveWorldNode but without cache misses
444                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
445                         {
446                                 // if leaf is in current pvs and on the screen, mark its surfaces
447                                 if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
448                                 {
449                                         r_refdef.stats.world_leafs++;
450                                         r_viewcache.world_leafvisible[j] = true;
451                                         if (leaf->numleafsurfaces)
452                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
453                                                         r_viewcache.world_surfacevisible[*mark] = true;
454                                 }
455                         }
456                 }
457                 // otherwise use a recursive portal flow, culling each portal to
458                 // frustum and checking if the leaf the portal leads to is in the pvs
459                 else
460                 {
461                         int leafstackpos;
462                         mportal_t *p;
463                         mleaf_t *leafstack[8192];
464                         // simple-frustum portal method:
465                         // follows portals leading outward from viewleaf, does not venture
466                         // offscreen or into leafs that are not visible, faster than
467                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
468                         // often culls some surfaces that pvs alone would miss
469                         // (such as a room in pvs that is hidden behind a wall, but the
470                         //  passage leading to the room is off-screen)
471                         leafstack[0] = viewleaf;
472                         leafstackpos = 1;
473                         while (leafstackpos)
474                         {
475                                 leaf = leafstack[--leafstackpos];
476                                 if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs])
477                                         continue;
478                                 r_refdef.stats.world_leafs++;
479                                 r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
480                                 // mark any surfaces bounding this leaf
481                                 if (leaf->numleafsurfaces)
482                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
483                                                 r_viewcache.world_surfacevisible[*mark] = true;
484                                 // follow portals into other leafs
485                                 // the checks are:
486                                 // if viewer is behind portal (portal faces outward into the scene)
487                                 // and the portal polygon's bounding box is on the screen
488                                 // and the leaf has not been visited yet
489                                 // and the leaf is visible in the pvs
490                                 // (the first two checks won't cause as many cache misses as the leaf checks)
491                                 for (p = leaf->portals;p;p = p->next)
492                                 {
493                                         r_refdef.stats.world_portals++;
494                                         if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1)
495                                          && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs]
496                                          && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)
497                                          && !R_CullBox(p->mins, p->maxs)
498                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
499                                                 leafstack[leafstackpos++] = p->past;
500                                 }
501                         }
502                 }
503         }
504 }
505
506 void R_Q1BSP_DrawSky(entity_render_t *ent)
507 {
508         if (ent->model == NULL)
509                 return;
510         if (ent == r_refdef.worldentity)
511                 R_DrawWorldSurfaces(true);
512         else
513                 R_DrawModelSurfaces(ent, true);
514 }
515
516 void R_Q1BSP_Draw(entity_render_t *ent)
517 {
518         model_t *model = ent->model;
519         if (model == NULL)
520                 return;
521         if (ent == r_refdef.worldentity)
522                 R_DrawWorldSurfaces(false);
523         else
524                 R_DrawModelSurfaces(ent, false);
525 }
526
527 typedef struct r_q1bsp_getlightinfo_s
528 {
529         model_t *model;
530         vec3_t relativelightorigin;
531         float lightradius;
532         int *outleaflist;
533         unsigned char *outleafpvs;
534         int outnumleafs;
535         int *outsurfacelist;
536         unsigned char *outsurfacepvs;
537         unsigned char *tempsurfacepvs;
538         unsigned char *outshadowtrispvs;
539         unsigned char *outlighttrispvs;
540         int outnumsurfaces;
541         vec3_t outmins;
542         vec3_t outmaxs;
543         vec3_t lightmins;
544         vec3_t lightmaxs;
545         const unsigned char *pvs;
546         qboolean svbsp_active;
547         qboolean svbsp_insertoccluder;
548 }
549 r_q1bsp_getlightinfo_t;
550
551 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
552 {
553         int sides;
554         mleaf_t *leaf;
555         for (;;)
556         {
557                 mplane_t *plane = node->plane;
558                 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
559                 //      return;
560                 if (!plane)
561                         break;
562                 //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
563                 //      return;
564                 if (plane->type < 3)
565                 {
566                         if (info->lightmins[plane->type] > plane->dist)
567                                 node = node->children[0];
568                         else if (info->lightmaxs[plane->type] < plane->dist)
569                                 node = node->children[1];
570                         else if (info->relativelightorigin[plane->type] >= plane->dist)
571                         {
572                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
573                                 node = node->children[1];
574                         }
575                         else
576                         {
577                                 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
578                                 node = node->children[0];
579                         }
580                 }
581                 else
582                 {
583                         sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
584                         if (sides == 3)
585                         {
586                                 // recurse front side first because the svbsp building prefers it
587                                 if (PlaneDist(info->relativelightorigin, plane) >= 0)
588                                 {
589                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
590                                         node = node->children[1];
591                                 }
592                                 else
593                                 {
594                                         R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
595                                         node = node->children[0];
596                                 }
597                         }
598                         else if (sides == 0)
599                                 return; // ERROR: NAN bounding box!
600                         else
601                                 node = node->children[sides - 1];
602                 }
603         }
604         leaf = (mleaf_t *)node;
605         if (info->svbsp_active)
606         {
607                 int i;
608                 mportal_t *portal;
609                 double points[128][3];
610                 for (portal = leaf->portals;portal;portal = portal->next)
611                 {
612                         for (i = 0;i < portal->numpoints;i++)
613                                 VectorCopy(portal->points[i].position, points[i]);
614                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
615                                 break;
616                 }
617                 if (portal == NULL)
618                         return; // no portals of this leaf visible
619         }
620         else
621         {
622                 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
623                         return;
624         }
625         // inserting occluders does not alter the leaf info
626         if (!info->svbsp_insertoccluder)
627         {
628                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
629                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
630                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
631                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
632                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
633                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
634                 if (info->outleafpvs)
635                 {
636                         int leafindex = leaf - info->model->brush.data_leafs;
637                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
638                         {
639                                 SETPVSBIT(info->outleafpvs, leafindex);
640                                 info->outleaflist[info->outnumleafs++] = leafindex;
641                         }
642                 }
643         }
644         if (info->outsurfacepvs)
645         {
646                 int leafsurfaceindex;
647                 int surfaceindex;
648                 int triangleindex, t;
649                 msurface_t *surface;
650                 const int *e;
651                 const vec_t *v[3];
652                 double v2[3][3];
653                 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
654                 {
655                         surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
656                         if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
657                         {
658                                 surface = info->model->data_surfaces + surfaceindex;
659                                 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
660                                  && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
661                                 {
662                                         qboolean addedtris = false;
663                                         qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
664                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
665                                         {
666                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
667                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
668                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
669                                                 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
670                                                 {
671                                                         if (info->svbsp_insertoccluder)
672                                                         {
673                                                                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
674                                                                         continue;
675                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
676                                                                         continue;
677                                                                 VectorCopy(v[0], v2[0]);
678                                                                 VectorCopy(v[1], v2[1]);
679                                                                 VectorCopy(v[2], v2[2]);
680                                                                 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
681                                                                         continue;
682                                                                 addedtris = true;
683                                                         }
684                                                         else
685                                                         {
686                                                                 if (info->svbsp_active)
687                                                                 {
688                                                                         VectorCopy(v[0], v2[0]);
689                                                                         VectorCopy(v[1], v2[1]);
690                                                                         VectorCopy(v[2], v2[2]);
691                                                                         if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
692                                                                                 continue;
693                                                                 }
694                                                                 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
695                                                                 {
696                                                                         // if the material is double sided we
697                                                                         // can't cull by direction
698                                                                         SETPVSBIT(info->outlighttrispvs, t);
699                                                                         addedtris = true;
700                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
701                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
702                                                                 }
703                                                                 else if (r_shadow_frontsidecasting.integer)
704                                                                 {
705                                                                         // front side casting occludes backfaces,
706                                                                         // so they are completely useless as both
707                                                                         // casters and lit polygons
708                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
709                                                                                 continue;
710                                                                         SETPVSBIT(info->outlighttrispvs, t);
711                                                                         addedtris = true;
712                                                                         if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
713                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
714                                                                 }
715                                                                 else
716                                                                 {
717                                                                         // back side casting does not occlude
718                                                                         // anything so we can't cull lit polygons
719                                                                         SETPVSBIT(info->outlighttrispvs, t);
720                                                                         addedtris = true;
721                                                                         if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
722                                                                                 SETPVSBIT(info->outshadowtrispvs, t);
723                                                                 }
724                                                         }
725                                                 }
726                                         }
727                                         if (addedtris)
728                                         {
729                                                 SETPVSBIT(info->outsurfacepvs, surfaceindex);
730                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
731                                         }
732                                 }
733                         }
734                 }
735         }
736 }
737
738 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
739 {
740         if (use_svbsp)
741         {
742                 double origin[3];
743                 VectorCopy(info->relativelightorigin, origin);
744                 if (!r_svbsp.nodes)
745                 {
746                         r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
747                         r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
748                 }
749                 info->svbsp_active = true;
750                 info->svbsp_insertoccluder = true;
751                 for (;;)
752                 {
753                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
754                         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
755                         // if that failed, retry with more nodes
756                         if (r_svbsp.ranoutofnodes)
757                         {
758                                 // an upper limit is imposed
759                                 if (r_svbsp.maxnodes >= 2<<22)
760                                         break;
761                                 Mem_Free(r_svbsp.nodes);
762                                 r_svbsp.maxnodes *= 2;
763                                 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
764                         }
765                         else
766                                 break;
767                 }
768                 // now clear the surfacepvs array because we need to redo it
769                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
770                 info->outnumsurfaces = 0;
771         }
772         else
773                 info->svbsp_active = false;
774
775         // we HAVE to mark the leaf the light is in as lit, because portals are
776         // irrelevant to a leaf that the light source is inside of
777         // (and they are all facing away, too)
778         {
779                 mnode_t *node = info->model->brush.data_nodes;
780                 mleaf_t *leaf;
781                 while (node->plane)
782                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
783                 leaf = (mleaf_t *)node;
784                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
785                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
786                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
787                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
788                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
789                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
790                 if (info->outleafpvs)
791                 {
792                         int leafindex = leaf - info->model->brush.data_leafs;
793                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
794                         {
795                                 SETPVSBIT(info->outleafpvs, leafindex);
796                                 info->outleaflist[info->outnumleafs++] = leafindex;
797                         }
798                 }
799         }
800
801         info->svbsp_insertoccluder = false;
802         R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
803         if (developer.integer >= 100 && use_svbsp)
804         {
805                 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
806                 Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
807                 Con_Printf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
808         }
809 }
810
811 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)
812 {
813         r_q1bsp_getlightinfo_t info;
814         VectorCopy(relativelightorigin, info.relativelightorigin);
815         info.lightradius = lightradius;
816         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
817         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
818         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
819         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
820         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
821         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
822         if (ent->model == NULL)
823         {
824                 VectorCopy(info.lightmins, outmins);
825                 VectorCopy(info.lightmaxs, outmaxs);
826                 *outnumleafspointer = 0;
827                 *outnumsurfacespointer = 0;
828                 return;
829         }
830         info.model = ent->model;
831         info.outleaflist = outleaflist;
832         info.outleafpvs = outleafpvs;
833         info.outnumleafs = 0;
834         info.outsurfacelist = outsurfacelist;
835         info.outsurfacepvs = outsurfacepvs;
836         info.outshadowtrispvs = outshadowtrispvs;
837         info.outlighttrispvs = outlighttrispvs;
838         info.outnumsurfaces = 0;
839         VectorCopy(info.relativelightorigin, info.outmins);
840         VectorCopy(info.relativelightorigin, info.outmaxs);
841         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
842         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
843         if (info.model->brush.shadowmesh)
844                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
845         else
846                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
847         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
848         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
849                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
850         else
851                 info.pvs = NULL;
852         R_UpdateAllTextureInfo(ent);
853
854         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
855         {
856                 // use portal recursion for exact light volume culling, and exact surface checking
857                 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);
858         }
859         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
860         {
861                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
862                 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);
863         }
864         else
865         {
866                 // recurse the bsp tree, checking leafs and surfaces for visibility
867                 // optionally using svbsp for exact culling of compiled lights
868                 // (or if the user enables dlight svbsp culling, which is mostly for
869                 //  debugging not actual use)
870                 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
871         }
872
873         // limit combined leaf box to light boundaries
874         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
875         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
876         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
877         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
878         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
879         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
880
881         *outnumleafspointer = info.outnumleafs;
882         *outnumsurfacespointer = info.outnumsurfaces;
883 }
884
885 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
886 {
887         model_t *model = ent->model;
888         msurface_t *surface;
889         int surfacelistindex;
890         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
891         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
892         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
893         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
894         {
895                 surface = model->data_surfaces + surfacelist[surfacelistindex];
896                 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
897                         continue;
898                 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);
899         }
900         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);
901         r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
902 }
903
904 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
905 {
906         model_t *model = ent->model;
907         msurface_t *surface;
908         int modelsurfacelistindex;
909         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
910         // check the box in modelspace, it was already checked in worldspace
911         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
912                 return;
913         R_UpdateAllTextureInfo(ent);
914         if (model->brush.shadowmesh)
915         {
916                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
917                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
918                 {
919                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
920                         if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
921                                 continue;
922                         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);
923                 }
924                 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);
925         }
926         else
927         {
928                 projectdistance = lightradius + model->radius*2;
929                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
930                 // identify lit faces within the bounding box
931                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
932                 {
933                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
934                         rsurface_texture = surface->texture->currentframe;
935                         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
936                                 continue;
937                         RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
938                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
939                 }
940                 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
941         }
942 }
943
944 #define BATCHSIZE 1024
945
946 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
947 {
948         int i, j, endsurface;
949         texture_t *t;
950         msurface_t *surface;
951         // note: in practice this never actually receives batches), oh well
952         R_Shadow_RenderMode_Begin();
953         R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
954         R_Shadow_RenderMode_Lighting(false, true);
955         R_Shadow_SetupEntityLight(ent);
956         for (i = 0;i < numsurfaces;i = j)
957         {
958                 j = i + 1;
959                 surface = rsurface_model->data_surfaces + surfacelist[i];
960                 t = surface->texture;
961                 R_UpdateTextureInfo(ent, t);
962                 rsurface_texture = t->currentframe;
963                 endsurface = min(j + BATCHSIZE, numsurfaces);
964                 for (j = i;j < endsurface;j++)
965                 {
966                         surface = rsurface_model->data_surfaces + surfacelist[j];
967                         if (t != surface->texture)
968                                 break;
969                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
970                         R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
971                 }
972         }
973         R_Shadow_RenderMode_End();
974 }
975
976 #define RSURF_MAX_BATCHSURFACES 1024
977
978 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
979 {
980         model_t *model = ent->model;
981         msurface_t *surface;
982         int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
983         const int *element3i;
984         msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
985         int batchelements[BATCHSIZE*3];
986         texture_t *tex;
987         CHECKGLERROR
988         RSurf_ActiveModelEntity(ent, true, true);
989         R_UpdateAllTextureInfo(ent);
990         CHECKGLERROR
991         element3i = rsurface_model->surfmesh.data_element3i;
992         // this is a double loop because non-visible surface skipping has to be
993         // fast, and even if this is not the world model (and hence no visibility
994         // checking) the input surface list and batch buffer are different formats
995         // so some processing is necessary.  (luckily models have few surfaces)
996         for (i = 0;i < numsurfaces;)
997         {
998                 batchnumsurfaces = 0;
999                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1000                 if (ent == r_refdef.worldentity)
1001                 {
1002                         for (;i < endsurface;i++)
1003                                 if (r_viewcache.world_surfacevisible[surfacelist[i]])
1004                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1005                 }
1006                 else
1007                 {
1008                         for (;i < endsurface;i++)
1009                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1010                 }
1011                 if (!batchnumsurfaces)
1012                         continue;
1013                 for (k = 0;k < batchnumsurfaces;k = l)
1014                 {
1015                         surface = batchsurfacelist[k];
1016                         tex = surface->texture;
1017                         rsurface_texture = tex->currentframe;
1018                         if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
1019                         {
1020                                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
1021                                 {
1022                                         vec3_t tempcenter, center;
1023                                         for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
1024                                         {
1025                                                 surface = batchsurfacelist[l];
1026                                                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1027                                                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1028                                                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1029                                                 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
1030                                                 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
1031                                         }
1032                                 }
1033                                 else
1034                                 {
1035                                         batchnumtriangles = 0;
1036                                         // note: this only accepts consecutive surfaces because
1037                                         // non-consecutive surfaces often have extreme vertex
1038                                         // ranges (due to large numbers of surfaces omitted
1039                                         // between them)
1040                                         surface = batchsurfacelist[k];
1041                                         for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++)
1042                                         {
1043                                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1044                                                 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1045                                                 {
1046                                                         if (r_shadow_culltriangles.integer)
1047                                                         {
1048                                                                 if (trispvs)
1049                                                                 {
1050                                                                         if (!CHECKPVSBIT(trispvs, m))
1051                                                                                 continue;
1052                                                                 }
1053                                                                 else
1054                                                                 {
1055                                                                         if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
1056                                                                                 continue;
1057                                                                 }
1058                                                         }
1059                                                         batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1060                                                         batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1061                                                         batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1062                                                         batchnumtriangles++;
1063                                                         r_refdef.stats.lights_lighttriangles++;
1064                                                         if (batchnumtriangles >= BATCHSIZE)
1065                                                         {
1066                                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1067                                                                 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
1068                                                                 batchnumtriangles = 0;
1069                                                         }
1070                                                 }
1071                                                 r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
1072                                         }
1073                                         if (batchnumtriangles > 0)
1074                                         {
1075                                                 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1076                                                 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
1077                                         }
1078                                 }
1079                         }
1080                         else
1081                         {
1082                                 // skip ahead to the next texture
1083                                 for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
1084                                         ;
1085                         }
1086                 }
1087         }
1088 }
1089
1090 //Made by [515]
1091 void R_ReplaceWorldTexture (void)
1092 {
1093         model_t         *m;
1094         texture_t       *t;
1095         int                     i;
1096         const char      *r, *newt;
1097         m = r_refdef.worldmodel;
1098
1099         if(Cmd_Argc() < 2)
1100         {
1101                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1102                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1103                 return;
1104         }
1105         if(!cl.islocalgame || !cl.worldmodel)
1106         {
1107                 Con_Print("This command works only in singleplayer\n");
1108                 return;
1109         }
1110         r = Cmd_Argv(1);
1111         newt = Cmd_Argv(2);
1112         if(!newt[0])
1113                 newt = r;
1114         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1115         {
1116                 if(t->width && !strcasecmp(t->name, r))
1117                 {
1118                         if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
1119                         {
1120                                 Con_Printf("%s replaced with %s\n", r, newt);
1121                                 return;
1122                         }
1123                         else
1124                         {
1125                                 Con_Printf("%s was not found\n", newt);
1126                                 Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
1127                                 return;
1128                         }
1129                 }
1130         }
1131 }
1132
1133 //Made by [515]
1134 void R_ListWorldTextures (void)
1135 {
1136         model_t         *m;
1137         texture_t       *t;
1138         int                     i;
1139         m = r_refdef.worldmodel;
1140
1141         Con_Print("Worldmodel textures :\n");
1142         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1143                 if (t->numskinframes)
1144                         Con_Printf("%s\n", t->name);
1145 }
1146
1147 #if 0
1148 static void gl_surf_start(void)
1149 {
1150 }
1151
1152 static void gl_surf_shutdown(void)
1153 {
1154 }
1155
1156 static void gl_surf_newmap(void)
1157 {
1158 }
1159 #endif
1160
1161 void GL_Surf_Init(void)
1162 {
1163
1164         Cvar_RegisterVariable(&r_ambient);
1165         Cvar_RegisterVariable(&r_lockpvs);
1166         Cvar_RegisterVariable(&r_lockvisibility);
1167         Cvar_RegisterVariable(&r_useportalculling);
1168         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1169
1170         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
1171         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
1172
1173         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1174 }
1175