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fix crash when compiling shadowmaps for certain Q3BSP files with no faces
[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", "improve framerate by culling offscreen surfaces"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
33
34 /*
35 ===============
36 R_BuildLightMap
37
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
39 ===============
40 */
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 {
43         int smax, tmax, i, size, size3, maps, l;
44         int *bl, scale;
45         unsigned char *lightmap, *out, *stain;
46         dp_model_t *model = ent->model;
47         int *intblocklights;
48         unsigned char *templight;
49
50         smax = (surface->lightmapinfo->extents[0]>>4)+1;
51         tmax = (surface->lightmapinfo->extents[1]>>4)+1;
52         size = smax*tmax;
53         size3 = size*3;
54
55         r_refdef.stats.lightmapupdatepixels += size;
56         r_refdef.stats.lightmapupdates++;
57
58         if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
59         {
60                 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61                 if (cl.buildlightmapmemory)
62                         Mem_Free(cl.buildlightmapmemory);
63                 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
64         }
65
66         // these both point at the same buffer, templight is only used for final
67         // processing and can replace the intblocklights data as it goes
68         intblocklights = (int *)cl.buildlightmapmemory;
69         templight = (unsigned char *)cl.buildlightmapmemory;
70
71         // update cached lighting info
72         model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
73
74         lightmap = surface->lightmapinfo->samples;
75
76 // set to full bright if no light data
77         bl = intblocklights;
78         if (!model->brushq1.lightdata)
79         {
80                 for (i = 0;i < size3;i++)
81                         bl[i] = 128*256;
82         }
83         else
84         {
85 // clear to no light
86                 memset(bl, 0, size3*sizeof(*bl));
87
88 // add all the lightmaps
89                 if (lightmap)
90                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92                                         bl[i] += lightmap[i] * scale;
93         }
94
95         stain = surface->lightmapinfo->stainsamples;
96         bl = intblocklights;
97         out = templight;
98         // the >> 16 shift adjusts down 8 bits to account for the stainmap
99         // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100         // be doubled during rendering to achieve 2x overbright
101         // (0 = 0.0, 128 = 1.0, 256 = 2.0)
102         if (stain)
103         {
104                 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
105                 {
106                         l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
107                         l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
108                         l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
109                         out[3] = 255;
110                 }
111         }
112         else
113         {
114                 for (i = 0;i < size;i++, bl += 3, out += 4)
115                 {
116                         l = bl[0] >> 8;out[2] = min(l, 255);
117                         l = bl[1] >> 8;out[1] = min(l, 255);
118                         l = bl[2] >> 8;out[0] = min(l, 255);
119                         out[3] = 255;
120                 }
121         }
122
123         R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
124
125         // update the surface's deluxemap if it has one
126         if (surface->deluxemaptexture != r_texture_blanknormalmap)
127         {
128                 vec3_t n;
129                 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
130                 lightmap = surface->lightmapinfo->samples;
131                 // clear to no normalmap
132                 bl = intblocklights;
133                 memset(bl, 0, size3*sizeof(*bl));
134                 // add all the normalmaps
135                 if (lightmap && normalmap)
136                 {
137                         for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
138                         {
139                                 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
140                                 {
141                                         // add the normalmap with weighting proportional to the style's lightmap intensity
142                                         l = (int)(VectorLength(lightmap + i*3) * scale);
143                                         bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
144                                         bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
145                                         bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
146                                 }
147                         }
148                 }
149                 bl = intblocklights;
150                 out = templight;
151                 // we simply renormalize the weighted normals to get a valid deluxemap
152                 for (i = 0;i < size;i++, bl += 3, out += 4)
153                 {
154                         VectorCopy(bl, n);
155                         VectorNormalize(n);
156                         l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
157                         l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
158                         l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
159                         out[3] = 255;
160                 }
161                 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
162         }
163 }
164
165 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
166 {
167         float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
168         msurface_t *surface, *endsurface;
169         int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
170         unsigned char *bl;
171         vec3_t impact;
172
173         maxdist = radius * radius;
174         invradius = 1.0f / radius;
175
176 loc0:
177         if (!node->plane)
178                 return;
179         ndist = PlaneDiff(origin, node->plane);
180         if (ndist > radius)
181         {
182                 node = node->children[0];
183                 goto loc0;
184         }
185         if (ndist < -radius)
186         {
187                 node = node->children[1];
188                 goto loc0;
189         }
190
191         dist2 = ndist * ndist;
192         maxdist3 = maxdist - dist2;
193
194         if (node->plane->type < 3)
195         {
196                 VectorCopy(origin, impact);
197                 impact[node->plane->type] -= ndist;
198         }
199         else
200         {
201                 impact[0] = origin[0] - node->plane->normal[0] * ndist;
202                 impact[1] = origin[1] - node->plane->normal[1] * ndist;
203                 impact[2] = origin[2] - node->plane->normal[2] * ndist;
204         }
205
206         for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
207         {
208                 if (surface->lightmapinfo->stainsamples)
209                 {
210                         smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
211                         tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
212
213                         impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
214                         impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
215
216                         s = bound(0, impacts, smax * 16) - impacts;
217                         t = bound(0, impactt, tmax * 16) - impactt;
218                         i = (int)(s * s + t * t + dist2);
219                         if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
220                                 continue;
221
222                         // reduce calculations
223                         for (s = 0, i = impacts; s < smax; s++, i -= 16)
224                                 sdtable[s] = i * i + dist2;
225
226                         bl = surface->lightmapinfo->stainsamples;
227                         smax3 = smax * 3;
228                         stained = false;
229
230                         i = impactt;
231                         for (t = 0;t < tmax;t++, i -= 16)
232                         {
233                                 td = i * i;
234                                 // make sure some part of it is visible on this line
235                                 if (td < maxdist3)
236                                 {
237                                         maxdist2 = maxdist - td;
238                                         for (s = 0;s < smax;s++)
239                                         {
240                                                 if (sdtable[s] < maxdist2)
241                                                 {
242                                                         ratio = lhrandom(0.0f, 1.0f);
243                                                         a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
244                                                         if (a >= (1.0f / 64.0f))
245                                                         {
246                                                                 if (a > 1)
247                                                                         a = 1;
248                                                                 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
249                                                                 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
250                                                                 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
251                                                                 stained = true;
252                                                         }
253                                                 }
254                                                 bl += 3;
255                                         }
256                                 }
257                                 else // skip line
258                                         bl += smax3;
259                         }
260                         // force lightmap upload
261                         if (stained)
262                                 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
263                 }
264         }
265
266         if (node->children[0]->plane)
267         {
268                 if (node->children[1]->plane)
269                 {
270                         R_StainNode(node->children[0], model, origin, radius, fcolor);
271                         node = node->children[1];
272                         goto loc0;
273                 }
274                 else
275                 {
276                         node = node->children[0];
277                         goto loc0;
278                 }
279         }
280         else if (node->children[1]->plane)
281         {
282                 node = node->children[1];
283                 goto loc0;
284         }
285 }
286
287 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
288 {
289         int n;
290         float fcolor[8];
291         entity_render_t *ent;
292         dp_model_t *model;
293         vec3_t org;
294         if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
295                 return;
296         fcolor[0] = cr1;
297         fcolor[1] = cg1;
298         fcolor[2] = cb1;
299         fcolor[3] = ca1 * (1.0f / 64.0f);
300         fcolor[4] = cr2 - cr1;
301         fcolor[5] = cg2 - cg1;
302         fcolor[6] = cb2 - cb1;
303         fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
304
305         R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
306
307         // look for embedded bmodels
308         for (n = 0;n < cl.num_brushmodel_entities;n++)
309         {
310                 ent = &cl.entities[cl.brushmodel_entities[n]].render;
311                 model = ent->model;
312                 if (model && model->name[0] == '*')
313                 {
314                         if (model->brush.data_nodes)
315                         {
316                                 Matrix4x4_Transform(&ent->inversematrix, origin, org);
317                                 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
318                         }
319                 }
320         }
321 }
322
323
324 /*
325 =============================================================
326
327         BRUSH MODELS
328
329 =============================================================
330 */
331
332 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
333 {
334         // due to the hacky nature of this function's parameters, this is never
335         // called with a batch, so numsurfaces is always 1, and the surfacelist
336         // contains only a leaf number for coloring purposes
337         const mportal_t *portal = (mportal_t *)ent;
338         qboolean isvis;
339         int i, numpoints;
340         float *v;
341         float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
342         CHECKGLERROR
343         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
344         GL_DepthMask(false);
345         GL_DepthRange(0, 1);
346         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
347         GL_DepthTest(true);
348         GL_CullFace(GL_NONE);
349         R_EntityMatrix(&identitymatrix);
350
351         numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
352
353 //      R_Mesh_ResetTextureState();
354
355         isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
356
357         i = surfacelist[0] >> 1;
358         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361                          isvis ? 0.125f : 0.03125f);
362         for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
363                 VectorCopy(portal->points[i].position, v);
364         R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
365         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, 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 void R_View_WorldVisibility(qboolean forcenovis)
401 {
402         int i, j, *mark;
403         mleaf_t *leaf;
404         mleaf_t *viewleaf;
405         dp_model_t *model = r_refdef.scene.worldmodel;
406
407         if (!model)
408                 return;
409
410         if (r_refdef.view.usecustompvs)
411         {
412                 // clear the visible surface and leaf flags arrays
413                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
414                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
415                 r_refdef.viewcache.world_novis = false;
416
417                 // simply cull each marked leaf to the frustum (view pyramid)
418                 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
419                 {
420                         // if leaf is in current pvs and on the screen, mark its surfaces
421                         if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
422                         {
423                                 r_refdef.stats.world_leafs++;
424                                 r_refdef.viewcache.world_leafvisible[j] = true;
425                                 if (leaf->numleafsurfaces)
426                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
427                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
428                         }
429                 }
430                 return;
431         }
432
433         // if possible find the leaf the view origin is in
434         viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
435         // if possible fetch the visible cluster bits
436         if (!r_lockpvs.integer && model->brush.FatPVS)
437                 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
438
439         if (!r_lockvisibility.integer)
440         {
441                 // clear the visible surface and leaf flags arrays
442                 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
443                 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
444
445                 r_refdef.viewcache.world_novis = false;
446
447                 // if floating around in the void (no pvs data available, and no
448                 // portals available), simply use all on-screen leafs.
449                 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
450                 {
451                         // no visibility method: (used when floating around in the void)
452                         // simply cull each leaf to the frustum (view pyramid)
453                         // similar to quake's RecursiveWorldNode but without cache misses
454                         r_refdef.viewcache.world_novis = true;
455                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
456                         {
457                                 if (leaf->clusterindex < 0)
458                                         continue;
459                                 // if leaf is in current pvs and on the screen, mark its surfaces
460                                 if (!R_CullBox(leaf->mins, leaf->maxs))
461                                 {
462                                         r_refdef.stats.world_leafs++;
463                                         r_refdef.viewcache.world_leafvisible[j] = true;
464                                         if (leaf->numleafsurfaces)
465                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
466                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
467                                 }
468                         }
469                 }
470                 // just check if each leaf in the PVS is on screen
471                 // (unless portal culling is enabled)
472                 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
473                 {
474                         // pvs method:
475                         // simply check if each leaf is in the Potentially Visible Set,
476                         // and cull to frustum (view pyramid)
477                         // similar to quake's RecursiveWorldNode but without cache misses
478                         for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
479                         {
480                                 if (leaf->clusterindex < 0)
481                                         continue;
482                                 // if leaf is in current pvs and on the screen, mark its surfaces
483                                 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
484                                 {
485                                         r_refdef.stats.world_leafs++;
486                                         r_refdef.viewcache.world_leafvisible[j] = true;
487                                         if (leaf->numleafsurfaces)
488                                                 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
489                                                         r_refdef.viewcache.world_surfacevisible[*mark] = true;
490                                 }
491                         }
492                 }
493                 // if desired use a recursive portal flow, culling each portal to
494                 // frustum and checking if the leaf the portal leads to is in the pvs
495                 else
496                 {
497                         int leafstackpos;
498                         mportal_t *p;
499                         mleaf_t *leafstack[8192];
500                         // simple-frustum portal method:
501                         // follows portals leading outward from viewleaf, does not venture
502                         // offscreen or into leafs that are not visible, faster than
503                         // Quake's RecursiveWorldNode and vastly better in unvised maps,
504                         // often culls some surfaces that pvs alone would miss
505                         // (such as a room in pvs that is hidden behind a wall, but the
506                         //  passage leading to the room is off-screen)
507                         leafstack[0] = viewleaf;
508                         leafstackpos = 1;
509                         while (leafstackpos)
510                         {
511                                 leaf = leafstack[--leafstackpos];
512                                 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
513                                         continue;
514                                 if (leaf->clusterindex < 0)
515                                         continue;
516                                 r_refdef.stats.world_leafs++;
517                                 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
518                                 // mark any surfaces bounding this leaf
519                                 if (leaf->numleafsurfaces)
520                                         for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
521                                                 r_refdef.viewcache.world_surfacevisible[*mark] = true;
522                                 // follow portals into other leafs
523                                 // the checks are:
524                                 // if viewer is behind portal (portal faces outward into the scene)
525                                 // and the portal polygon's bounding box is on the screen
526                                 // and the leaf has not been visited yet
527                                 // and the leaf is visible in the pvs
528                                 // (the first two checks won't cause as many cache misses as the leaf checks)
529                                 for (p = leaf->portals;p;p = p->next)
530                                 {
531                                         r_refdef.stats.world_portals++;
532                                         if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
533                                          && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
534                                          && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
535                                          && !R_CullBox(p->mins, p->maxs)
536                                          && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
537                                                 leafstack[leafstackpos++] = p->past;
538                                 }
539                         }
540                 }
541         }
542
543         if (r_usesurfaceculling.integer)
544         {
545                 int k = model->firstmodelsurface;
546                 int l = k + model->nummodelsurfaces;
547                 unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
548                 msurface_t *surfaces = model->data_surfaces;
549                 msurface_t *surface;
550                 for (;k < l;k++)
551                 {
552                         if (visible[k])
553                         {
554                                 surface = surfaces + k;
555                                 if (R_CullBox(surface->mins, surface->maxs))
556                                         visible[k] = false;
557                         }
558                 }
559 }
560 }
561
562 void R_Q1BSP_DrawSky(entity_render_t *ent)
563 {
564         if (ent->model == NULL)
565                 return;
566         if (ent == r_refdef.scene.worldentity)
567                 R_DrawWorldSurfaces(true, true, false, false, false);
568         else
569                 R_DrawModelSurfaces(ent, true, true, false, false, false);
570 }
571
572 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
573 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
574 {
575         int i, j, n, flagsmask;
576         dp_model_t *model = ent->model;
577         msurface_t *surfaces;
578         if (model == NULL)
579                 return;
580
581         if (ent == r_refdef.scene.worldentity)
582                 RSurf_ActiveWorldEntity();
583         else
584                 RSurf_ActiveModelEntity(ent, true, false, false);
585
586         surfaces = model->data_surfaces;
587         flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
588
589         // add visible surfaces to draw list
590         if (ent == r_refdef.scene.worldentity)
591         {
592                 for (i = 0;i < model->nummodelsurfaces;i++)
593                 {
594                         j = model->sortedmodelsurfaces[i];
595                         if (r_refdef.viewcache.world_surfacevisible[j])
596                                 if (surfaces[j].texture->basematerialflags & flagsmask)
597                                         R_Water_AddWaterPlane(surfaces + j, 0);
598                 }
599         }
600         else
601         {
602                 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
603                         n = ent->entitynumber;
604                 else
605                         n = 0;
606                 for (i = 0;i < model->nummodelsurfaces;i++)
607                 {
608                         j = model->sortedmodelsurfaces[i];
609                         if (surfaces[j].texture->basematerialflags & flagsmask)
610                                 R_Water_AddWaterPlane(surfaces + j, n);
611                 }
612         }
613         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
614 }
615
616 void R_Q1BSP_Draw(entity_render_t *ent)
617 {
618         dp_model_t *model = ent->model;
619         if (model == NULL)
620                 return;
621         if (ent == r_refdef.scene.worldentity)
622                 R_DrawWorldSurfaces(false, true, false, false, false);
623         else
624                 R_DrawModelSurfaces(ent, false, true, false, false, false);
625 }
626
627 void R_Q1BSP_DrawDepth(entity_render_t *ent)
628 {
629         dp_model_t *model = ent->model;
630         if (model == NULL)
631                 return;
632         GL_ColorMask(0,0,0,0);
633         GL_Color(1,1,1,1);
634         GL_DepthTest(true);
635         GL_BlendFunc(GL_ONE, GL_ZERO);
636         GL_DepthMask(true);
637 //      R_Mesh_ResetTextureState();
638         R_SetupShader_DepthOrShadow(false);
639         if (ent == r_refdef.scene.worldentity)
640                 R_DrawWorldSurfaces(false, false, true, false, false);
641         else
642                 R_DrawModelSurfaces(ent, false, false, true, false, false);
643         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
644 }
645
646 void R_Q1BSP_DrawDebug(entity_render_t *ent)
647 {
648         if (ent->model == NULL)
649                 return;
650         if (ent == r_refdef.scene.worldentity)
651                 R_DrawWorldSurfaces(false, false, false, true, false);
652         else
653                 R_DrawModelSurfaces(ent, false, false, false, true, false);
654 }
655
656 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
657 {
658         dp_model_t *model = ent->model;
659         if (model == NULL)
660                 return;
661         if (ent == r_refdef.scene.worldentity)
662                 R_DrawWorldSurfaces(false, true, false, false, true);
663         else
664                 R_DrawModelSurfaces(ent, false, true, false, false, true);
665 }
666
667 typedef struct r_q1bsp_getlightinfo_s
668 {
669         dp_model_t *model;
670         vec3_t relativelightorigin;
671         float lightradius;
672         int *outleaflist;
673         unsigned char *outleafpvs;
674         int outnumleafs;
675         unsigned char *visitingleafpvs;
676         int *outsurfacelist;
677         unsigned char *outsurfacepvs;
678         unsigned char *tempsurfacepvs;
679         unsigned char *outshadowtrispvs;
680         unsigned char *outlighttrispvs;
681         int outnumsurfaces;
682         vec3_t outmins;
683         vec3_t outmaxs;
684         vec3_t lightmins;
685         vec3_t lightmaxs;
686         const unsigned char *pvs;
687         qboolean svbsp_active;
688         qboolean svbsp_insertoccluder;
689         int numfrustumplanes;
690         const mplane_t *frustumplanes;
691 }
692 r_q1bsp_getlightinfo_t;
693
694 #define GETLIGHTINFO_MAXNODESTACK 4096
695
696 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
697 {
698         // nodestack
699         mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
700         int nodestackpos = 0;
701         // node processing
702         mplane_t *plane;
703         mnode_t *node;
704         int sides;
705         // leaf processing
706         mleaf_t *leaf;
707         const msurface_t *surface;
708         const msurface_t *surfaces = info->model->data_surfaces;
709         int numleafsurfaces;
710         int leafsurfaceindex;
711         int surfaceindex;
712         int triangleindex, t;
713         int currentmaterialflags;
714         qboolean castshadow;
715         const int *e;
716         const vec_t *v[3];
717         float v2[3][3];
718         qboolean insidebox;
719         qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
720         qboolean svbspactive = info->svbsp_active;
721         qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
722         const int *leafsurfaceindices;
723         qboolean addedtris;
724         int i;
725         mportal_t *portal;
726         static float points[128][3];
727         // push the root node onto our nodestack
728         nodestack[nodestackpos++] = info->model->brush.data_nodes;
729         // we'll be done when the nodestack is empty
730         while (nodestackpos)
731         {
732                 // get a node from the stack to process
733                 node = nodestack[--nodestackpos];
734                 // is it a node or a leaf?
735                 plane = node->plane;
736                 if (plane)
737                 {
738                         // node
739 #if 0
740                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
741                                 continue;
742 #endif
743 #if 0
744                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
745                                 continue;
746 #endif
747                         // axial planes can be processed much more quickly
748                         if (plane->type < 3)
749                         {
750                                 // axial plane
751                                 if (info->lightmins[plane->type] > plane->dist)
752                                         nodestack[nodestackpos++] = node->children[0];
753                                 else if (info->lightmaxs[plane->type] < plane->dist)
754                                         nodestack[nodestackpos++] = node->children[1];
755                                 else
756                                 {
757                                         // recurse front side first because the svbsp building prefers it
758                                         if (info->relativelightorigin[plane->type] >= plane->dist)
759                                         {
760                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
761                                                         nodestack[nodestackpos++] = node->children[0];
762                                                 nodestack[nodestackpos++] = node->children[1];
763                                         }
764                                         else
765                                         {
766                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
767                                                         nodestack[nodestackpos++] = node->children[1];
768                                                 nodestack[nodestackpos++] = node->children[0];
769                                         }
770                                 }
771                         }
772                         else
773                         {
774                                 // sloped plane
775                                 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
776                                 switch (sides)
777                                 {
778                                 default:
779                                         continue; // ERROR: NAN bounding box!
780                                 case 1:
781                                         nodestack[nodestackpos++] = node->children[0];
782                                         break;
783                                 case 2:
784                                         nodestack[nodestackpos++] = node->children[1];
785                                         break;
786                                 case 3:
787                                         // recurse front side first because the svbsp building prefers it
788                                         if (PlaneDist(info->relativelightorigin, plane) >= 0)
789                                         {
790                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
791                                                         nodestack[nodestackpos++] = node->children[0];
792                                                 nodestack[nodestackpos++] = node->children[1];
793                                         }
794                                         else
795                                         {
796                                                 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
797                                                         nodestack[nodestackpos++] = node->children[1];
798                                                 nodestack[nodestackpos++] = node->children[0];
799                                         }
800                                         break;
801                                 }
802                         }
803                 }
804                 else
805                 {
806                         // leaf
807                         leaf = (mleaf_t *)node;
808 #if 1
809                         if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
810                                 continue;
811 #endif
812 #if 1
813                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
814                                 continue;
815 #endif
816 #if 1
817                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
818                                 continue;
819 #endif
820
821                         if (svbspactive)
822                         {
823                                 // we can occlusion test the leaf by checking if all of its portals
824                                 // are occluded (unless the light is in this leaf - but that was
825                                 // already handled by the caller)
826                                 for (portal = leaf->portals;portal;portal = portal->next)
827                                 {
828                                         for (i = 0;i < portal->numpoints;i++)
829                                                 VectorCopy(portal->points[i].position, points[i]);
830                                         if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
831                                                 break;
832                                 }
833                                 if (leaf->portals && portal == NULL)
834                                         continue; // no portals of this leaf visible
835                         }
836
837                         // add this leaf to the reduced light bounds
838                         info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
839                         info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
840                         info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
841                         info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
842                         info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
843                         info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
844
845                         // mark this leaf as being visible to the light
846                         if (info->outleafpvs)
847                         {
848                                 int leafindex = leaf - info->model->brush.data_leafs;
849                                 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
850                                 {
851                                         SETPVSBIT(info->outleafpvs, leafindex);
852                                         info->outleaflist[info->outnumleafs++] = leafindex;
853                                 }
854                         }
855
856                         // when using BIH, we skip the surfaces here
857                         if (skipsurfaces)
858                                 continue;
859
860                         // iterate the surfaces linked by this leaf and check their triangles
861                         leafsurfaceindices = leaf->firstleafsurface;
862                         numleafsurfaces = leaf->numleafsurfaces;
863                         if (svbspinsertoccluder)
864                         {
865                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
866                                 {
867                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
868                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
869                                                 continue;
870                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
871                                         surface = surfaces + surfaceindex;
872                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
873                                                 continue;
874                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
875                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
876                                         if (!castshadow)
877                                                 continue;
878                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
879                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
880                                         {
881                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
882                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
883                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
884                                                 VectorCopy(v[0], v2[0]);
885                                                 VectorCopy(v[1], v2[1]);
886                                                 VectorCopy(v[2], v2[2]);
887                                                 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
888                                                         SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
889                                         }
890                                 }
891                         }
892                         else
893                         {
894                                 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
895                                 {
896                                         surfaceindex = leafsurfaceindices[leafsurfaceindex];
897                                         if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
898                                                 continue;
899                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
900                                         surface = surfaces + surfaceindex;
901                                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
902                                                 continue;
903                                         addedtris = false;
904                                         currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
905                                         castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
906                                         insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
907                                         for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
908                                         {
909                                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
910                                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
911                                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
912                                                 VectorCopy(v[0], v2[0]);
913                                                 VectorCopy(v[1], v2[1]);
914                                                 VectorCopy(v[2], v2[2]);
915                                                 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
916                                                         continue;
917                                                 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
918                                                         continue;
919                                                 // we don't omit triangles from lighting even if they are
920                                                 // backfacing, because when using shadowmapping they are often
921                                                 // not fully occluded on the horizon of an edge
922                                                 SETPVSBIT(info->outlighttrispvs, t);
923                                                 addedtris = true;
924                                                 if (castshadow)
925                                                 {
926                                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
927                                                         {
928                                                                 // if the material is double sided we
929                                                                 // can't cull by direction
930                                                                 SETPVSBIT(info->outshadowtrispvs, t);
931                                                         }
932                                                         else if (frontsidecasting)
933                                                         {
934                                                                 // front side casting occludes backfaces,
935                                                                 // so they are completely useless as both
936                                                                 // casters and lit polygons
937                                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
938                                                                         SETPVSBIT(info->outshadowtrispvs, t);
939                                                         }
940                                                         else
941                                                         {
942                                                                 // back side casting does not occlude
943                                                                 // anything so we can't cull lit polygons
944                                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
945                                                                         SETPVSBIT(info->outshadowtrispvs, t);
946                                                         }
947                                                 }
948                                         }
949                                         if (addedtris)
950                                                 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
951                                 }
952                         }
953                 }
954         }
955 }
956
957 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
958 {
959         bih_leaf_t *leaf;
960         bih_node_t *node;
961         int nodenum;
962         int axis;
963         int surfaceindex;
964         int t;
965         int nodeleafindex;
966         int currentmaterialflags;
967         qboolean castshadow;
968         msurface_t *surface;
969         const int *e;
970         const vec_t *v[3];
971         float v2[3][3];
972         int nodestack[GETLIGHTINFO_MAXNODESTACK];
973         int nodestackpos = 0;
974         // note: because the BSP leafs are not in the BIH tree, the _BSP function
975         // must be called to mark leafs visible for entity culling...
976         // we start at the root node
977         nodestack[nodestackpos++] = bih->rootnode;
978         // we'll be done when the stack is empty
979         while (nodestackpos)
980         {
981                 // pop one off the stack to process
982                 nodenum = nodestack[--nodestackpos];
983                 // node
984                 node = bih->nodes + nodenum;
985                 if (node->type == BIH_UNORDERED)
986                 {
987                         for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
988                         {
989                                 leaf = bih->leafs + node->children[nodeleafindex];
990                                 if (leaf->type != BIH_RENDERTRIANGLE)
991                                         continue;
992 #if 1
993                                 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
994                                         continue;
995 #endif
996 #if 1
997                                 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
998                                         continue;
999 #endif
1000                                 surfaceindex = leaf->surfaceindex;
1001                                 surface = info->model->data_surfaces + surfaceindex;
1002                                 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
1003                                 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1004                                 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1005                                 e = info->model->brush.shadowmesh->element3i + t * 3;
1006                                 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1007                                 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1008                                 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1009                                 VectorCopy(v[0], v2[0]);
1010                                 VectorCopy(v[1], v2[1]);
1011                                 VectorCopy(v[2], v2[2]);
1012                                 if (info->svbsp_insertoccluder)
1013                                 {
1014                                         if (castshadow)
1015                                                 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1016                                         continue;
1017                                 }
1018                                 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1019                                         continue;
1020                                 // we don't occlude triangles from lighting even
1021                                 // if they are backfacing, because when using
1022                                 // shadowmapping they are often not fully occluded
1023                                 // on the horizon of an edge
1024                                 SETPVSBIT(info->outlighttrispvs, t);
1025                                 if (castshadow)
1026                                 {
1027                                         if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1028                                         {
1029                                                 // if the material is double sided we
1030                                                 // can't cull by direction
1031                                                 SETPVSBIT(info->outshadowtrispvs, t);
1032                                         }
1033                                         else if (r_shadow_frontsidecasting.integer)
1034                                         {
1035                                                 // front side casting occludes backfaces,
1036                                                 // so they are completely useless as both
1037                                                 // casters and lit polygons
1038                                                 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1039                                                         SETPVSBIT(info->outshadowtrispvs, t);
1040                                         }
1041                                         else
1042                                         {
1043                                                 // back side casting does not occlude
1044                                                 // anything so we can't cull lit polygons
1045                                                 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1046                                                         SETPVSBIT(info->outshadowtrispvs, t);
1047                                         }
1048                                 }
1049                                 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1050                                 {
1051                                         SETPVSBIT(info->outsurfacepvs, surfaceindex);
1052                                         info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1053                                 }
1054                         }
1055                 }
1056                 else
1057                 {
1058                         axis = node->type - BIH_SPLITX;
1059 #if 0
1060                         if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1061                                 continue;
1062 #endif
1063 #if 0
1064                         if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1065                                 continue;
1066 #endif
1067                         if (info->lightmins[axis] <= node->backmax)
1068                         {
1069                                 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1070                                         nodestack[nodestackpos++] = node->front;
1071                                 nodestack[nodestackpos++] = node->back;
1072                                 continue;
1073                         }
1074                         else if (info->lightmaxs[axis] >= node->frontmin)
1075                         {
1076                                 nodestack[nodestackpos++] = node->front;
1077                                 continue;
1078                         }
1079                         else
1080                                 continue; // light falls between children, nothing here
1081                 }
1082         }
1083 }
1084
1085 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1086 {
1087         extern cvar_t r_shadow_usebihculling;
1088         if (use_svbsp)
1089         {
1090                 float origin[3];
1091                 VectorCopy(info->relativelightorigin, origin);
1092                 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1093                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1094                 info->svbsp_active = true;
1095                 info->svbsp_insertoccluder = true;
1096                 for (;;)
1097                 {
1098                         SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1099                         R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1100                         // if that failed, retry with more nodes
1101                         if (r_svbsp.ranoutofnodes)
1102                         {
1103                                 // an upper limit is imposed
1104                                 if (r_svbsp.maxnodes >= 2<<22)
1105                                         break;
1106                                 r_svbsp.maxnodes *= 2;
1107                                 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1108                                 //Mem_Free(r_svbsp.nodes);
1109                                 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1110                         }
1111                         else
1112                                 break;
1113                 }
1114                 // now clear the visibility arrays because we need to redo it
1115                 info->outnumleafs = 0;
1116                 info->outnumsurfaces = 0;
1117                 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1118                 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1119                 if (info->model->brush.shadowmesh)
1120                         memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1121                 else
1122                         memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1123                 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1124         }
1125         else
1126                 info->svbsp_active = false;
1127
1128         // we HAVE to mark the leaf the light is in as lit, because portals are
1129         // irrelevant to a leaf that the light source is inside of
1130         // (and they are all facing away, too)
1131         {
1132                 mnode_t *node = info->model->brush.data_nodes;
1133                 mleaf_t *leaf;
1134                 while (node->plane)
1135                         node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1136                 leaf = (mleaf_t *)node;
1137                 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1138                 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1139                 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1140                 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1141                 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1142                 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1143                 if (info->outleafpvs)
1144                 {
1145                         int leafindex = leaf - info->model->brush.data_leafs;
1146                         if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1147                         {
1148                                 SETPVSBIT(info->outleafpvs, leafindex);
1149                                 info->outleaflist[info->outnumleafs++] = leafindex;
1150                         }
1151                 }
1152         }
1153
1154         info->svbsp_insertoccluder = false;
1155         // 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
1156         if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1157         {
1158                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1159                 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1160         }
1161         else
1162                 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1163         // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1164         r_svbsp.nodes = NULL;
1165         if (developer_extra.integer && use_svbsp)
1166         {
1167                 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1168                 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);
1169                 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);
1170         }
1171 }
1172
1173 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1174
1175 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1176 {
1177         int a = *(int*)ap;
1178         int b = *(int*)bp;
1179         const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1180         const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1181         if (as->texture < bs->texture)
1182                 return -1;
1183         if (as->texture > bs->texture)
1184                 return 1;
1185         return a - b;
1186 }
1187
1188 extern cvar_t r_shadow_sortsurfaces;
1189
1190 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)
1191 {
1192         r_q1bsp_getlightinfo_t info;
1193         VectorCopy(relativelightorigin, info.relativelightorigin);
1194         info.lightradius = lightradius;
1195         info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1196         info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1197         info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1198         info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1199         info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1200         info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1201         if (ent->model == NULL)
1202         {
1203                 VectorCopy(info.lightmins, outmins);
1204                 VectorCopy(info.lightmaxs, outmaxs);
1205                 *outnumleafspointer = 0;
1206                 *outnumsurfacespointer = 0;
1207                 return;
1208         }
1209         info.model = ent->model;
1210         info.outleaflist = outleaflist;
1211         info.outleafpvs = outleafpvs;
1212         info.outnumleafs = 0;
1213         info.visitingleafpvs = visitingleafpvs;
1214         info.outsurfacelist = outsurfacelist;
1215         info.outsurfacepvs = outsurfacepvs;
1216         info.outshadowtrispvs = outshadowtrispvs;
1217         info.outlighttrispvs = outlighttrispvs;
1218         info.outnumsurfaces = 0;
1219         info.numfrustumplanes = numfrustumplanes;
1220         info.frustumplanes = frustumplanes;
1221         VectorCopy(info.relativelightorigin, info.outmins);
1222         VectorCopy(info.relativelightorigin, info.outmaxs);
1223         memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1224         memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1225         memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1226         if (info.model->brush.shadowmesh)
1227                 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1228         else
1229                 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1230         memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1231         if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1232                 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1233         else
1234                 info.pvs = NULL;
1235         RSurf_ActiveWorldEntity();
1236
1237         if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1238         {
1239                 // use portal recursion for exact light volume culling, and exact surface checking
1240                 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);
1241         }
1242         else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1243         {
1244                 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1245                 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);
1246         }
1247         else
1248         {
1249                 // recurse the bsp tree, checking leafs and surfaces for visibility
1250                 // optionally using svbsp for exact culling of compiled lights
1251                 // (or if the user enables dlight svbsp culling, which is mostly for
1252                 //  debugging not actual use)
1253                 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1254         }
1255
1256         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1257
1258         // limit combined leaf box to light boundaries
1259         outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1260         outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1261         outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1262         outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1263         outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1264         outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1265
1266         *outnumleafspointer = info.outnumleafs;
1267         *outnumsurfacespointer = info.outnumsurfaces;
1268
1269         // now sort surfaces by texture for faster rendering
1270         r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1271         if (r_shadow_sortsurfaces.integer)
1272                 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1273 }
1274
1275 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1276 {
1277         dp_model_t *model = ent->model;
1278         msurface_t *surface;
1279         int surfacelistindex;
1280         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1281         // if triangle neighbors are disabled, shadowvolumes are disabled
1282         if (!model->brush.shadowmesh->neighbor3i)
1283                 return;
1284         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1285         R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1286         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1287         {
1288                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1289                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1290                         continue;
1291                 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);
1292         }
1293         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);
1294         r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1295 }
1296
1297 extern cvar_t r_polygonoffset_submodel_factor;
1298 extern cvar_t r_polygonoffset_submodel_offset;
1299 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)
1300 {
1301         dp_model_t *model = ent->model;
1302         const msurface_t *surface;
1303         int modelsurfacelistindex;
1304         float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1305         // check the box in modelspace, it was already checked in worldspace
1306         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1307                 return;
1308         R_FrameData_SetMark();
1309         if (ent->model->brush.submodel)
1310                 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1311         if (model->brush.shadowmesh)
1312         {
1313                 // if triangle neighbors are disabled, shadowvolumes are disabled
1314                 if (!model->brush.shadowmesh->neighbor3i)
1315                         return;
1316                 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1317                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1318                 {
1319                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1320                         if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1321                                 continue;
1322                         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);
1323                 }
1324                 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);
1325         }
1326         else
1327         {
1328                 // if triangle neighbors are disabled, shadowvolumes are disabled
1329                 if (!model->surfmesh.data_neighbor3i)
1330                         return;
1331                 projectdistance = lightradius + model->radius*2;
1332                 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1333                 // identify lit faces within the bounding box
1334                 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1335                 {
1336                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1337                         rsurface.texture = R_GetCurrentTexture(surface->texture);
1338                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1339                                 continue;
1340                         R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1341                 }
1342                 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);
1343         }
1344         if (ent->model->brush.submodel)
1345                 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1346         R_FrameData_ReturnToMark();
1347 }
1348
1349 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1350 {
1351         dp_model_t *model = ent->model;
1352         msurface_t *surface;
1353         int surfacelistindex;
1354         int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1355         int i;
1356         if (!model->brush.shadowmesh)
1357                 return;
1358         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1359         R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1360         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1361         {
1362                 surface = model->data_surfaces + surfacelist[surfacelistindex];
1363                 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);
1364         }
1365         R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1366         r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1367         r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1368         for(i = 0;i<6;i++)
1369                 if(!sidetotals[i])
1370                         r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1371 }
1372
1373 #define RSURF_MAX_BATCHSURFACES 8192
1374
1375 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1376
1377 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)
1378 {
1379         dp_model_t *model = ent->model;
1380         const msurface_t *surface;
1381         int modelsurfacelistindex, batchnumsurfaces;
1382         // check the box in modelspace, it was already checked in worldspace
1383         if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1384                 return;
1385         R_FrameData_SetMark();
1386         // identify lit faces within the bounding box
1387         for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1388         {
1389                 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1390                 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1391                         continue;
1392                 rsurface.texture = R_GetCurrentTexture(surface->texture);
1393                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1394                         continue;
1395                 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1396                         continue;
1397                 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1398                 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1399                 batchsurfacelist[0] = surface;
1400                 batchnumsurfaces = 1;
1401                 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1402                 {
1403                         surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1404                         if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1405                                 continue;
1406                         if (surface->texture != batchsurfacelist[0]->texture)
1407                                 break;
1408                         if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1409                                 continue;
1410                         r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1411                         r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1412                         batchsurfacelist[batchnumsurfaces++] = surface;
1413                 }
1414                 --modelsurfacelistindex;
1415                 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1416                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1417                 if (rsurface.batchvertex3fbuffer)
1418                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1419                 else
1420                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1421                 RSurf_DrawBatch();
1422         }
1423         R_FrameData_ReturnToMark();
1424 }
1425
1426 #define BATCHSIZE 1024
1427
1428 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1429 {
1430         int i, j, endsurface;
1431         texture_t *t;
1432         const msurface_t *surface;
1433         R_FrameData_SetMark();
1434         // note: in practice this never actually receives batches
1435         R_Shadow_RenderMode_Begin();
1436         R_Shadow_RenderMode_ActiveLight(rtlight);
1437         R_Shadow_RenderMode_Lighting(false, true, false);
1438         R_Shadow_SetupEntityLight(ent);
1439         for (i = 0;i < numsurfaces;i = j)
1440         {
1441                 j = i + 1;
1442                 surface = rsurface.modelsurfaces + surfacelist[i];
1443                 t = surface->texture;
1444                 rsurface.texture = R_GetCurrentTexture(t);
1445                 endsurface = min(j + BATCHSIZE, numsurfaces);
1446                 for (j = i;j < endsurface;j++)
1447                 {
1448                         surface = rsurface.modelsurfaces + surfacelist[j];
1449                         if (t != surface->texture)
1450                                 break;
1451                         R_Shadow_RenderLighting(1, &surface);
1452                 }
1453         }
1454         R_Shadow_RenderMode_End();
1455         R_FrameData_ReturnToMark();
1456 }
1457
1458 extern qboolean r_shadow_usingdeferredprepass;
1459 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1460 {
1461         dp_model_t *model = ent->model;
1462         const msurface_t *surface;
1463         int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1464         const msurface_t **texturesurfacelist;
1465         texture_t *tex;
1466         CHECKGLERROR
1467         R_FrameData_SetMark();
1468         // this is a double loop because non-visible surface skipping has to be
1469         // fast, and even if this is not the world model (and hence no visibility
1470         // checking) the input surface list and batch buffer are different formats
1471         // so some processing is necessary.  (luckily models have few surfaces)
1472         for (i = 0;i < numsurfaces;)
1473         {
1474                 batchnumsurfaces = 0;
1475                 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1476                 if (ent == r_refdef.scene.worldentity)
1477                 {
1478                         for (;i < endsurface;i++)
1479                                 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1480                                         batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1481                 }
1482                 else
1483                 {
1484                         for (;i < endsurface;i++)
1485                                 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1486                 }
1487                 if (!batchnumsurfaces)
1488                         continue;
1489                 for (k = 0;k < batchnumsurfaces;k = kend)
1490                 {
1491                         surface = batchsurfacelist[k];
1492                         tex = surface->texture;
1493                         rsurface.texture = R_GetCurrentTexture(tex);
1494                         // gather surfaces into a batch range
1495                         for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1496                                 ;
1497                         // now figure out what to do with this particular range of surfaces
1498                         // VorteX: added MATERIALFLAG_NORTLIGHT
1499                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
1500                                 continue;
1501                         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1502                                 continue;
1503                         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1504                         {
1505                                 vec3_t tempcenter, center;
1506                                 for (l = k;l < kend;l++)
1507                                 {
1508                                         surface = batchsurfacelist[l];
1509                                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1510                                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1511                                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1512                                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1513                                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1514                                 }
1515                                 continue;
1516                         }
1517                         if (r_shadow_usingdeferredprepass)
1518                                 continue;
1519                         texturenumsurfaces = kend - k;
1520                         texturesurfacelist = batchsurfacelist + k;
1521                         R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1522                 }
1523         }
1524         R_FrameData_ReturnToMark();
1525 }
1526
1527 //Made by [515]
1528 void R_ReplaceWorldTexture (void)
1529 {
1530         dp_model_t              *m;
1531         texture_t       *t;
1532         int                     i;
1533         const char      *r, *newt;
1534         skinframe_t *skinframe;
1535         if (!r_refdef.scene.worldmodel)
1536         {
1537                 Con_Printf("There is no worldmodel\n");
1538                 return;
1539         }
1540         m = r_refdef.scene.worldmodel;
1541
1542         if(Cmd_Argc() < 2)
1543         {
1544                 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1545                 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1546                 return;
1547         }
1548         if(!cl.islocalgame || !cl.worldmodel)
1549         {
1550                 Con_Print("This command works only in singleplayer\n");
1551                 return;
1552         }
1553         r = Cmd_Argv(1);
1554         newt = Cmd_Argv(2);
1555         if(!newt[0])
1556                 newt = r;
1557         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1558         {
1559                 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1560                 {
1561                         if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1562                         {
1563 //                              t->skinframes[0] = skinframe;
1564                                 t->currentskinframe = skinframe;
1565                                 t->currentskinframe = skinframe;
1566                                 Con_Printf("%s replaced with %s\n", r, newt);
1567                         }
1568                         else
1569                         {
1570                                 Con_Printf("%s was not found\n", newt);
1571                                 return;
1572                         }
1573                 }
1574         }
1575 }
1576
1577 //Made by [515]
1578 void R_ListWorldTextures (void)
1579 {
1580         dp_model_t              *m;
1581         texture_t       *t;
1582         int                     i;
1583         if (!r_refdef.scene.worldmodel)
1584         {
1585                 Con_Printf("There is no worldmodel\n");
1586                 return;
1587         }
1588         m = r_refdef.scene.worldmodel;
1589
1590         Con_Print("Worldmodel textures :\n");
1591         for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1592                 if (t->numskinframes)
1593                         Con_Printf("%s\n", t->name);
1594 }
1595
1596 #if 0
1597 static void gl_surf_start(void)
1598 {
1599 }
1600
1601 static void gl_surf_shutdown(void)
1602 {
1603 }
1604
1605 static void gl_surf_newmap(void)
1606 {
1607 }
1608 #endif
1609
1610 void GL_Surf_Init(void)
1611 {
1612
1613         Cvar_RegisterVariable(&r_ambient);
1614         Cvar_RegisterVariable(&r_lockpvs);
1615         Cvar_RegisterVariable(&r_lockvisibility);
1616         Cvar_RegisterVariable(&r_useportalculling);
1617         Cvar_RegisterVariable(&r_usesurfaceculling);
1618         Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1619
1620         Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1621         Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1622
1623         //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
1624 }
1625