]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix compile bug in glsl shader first
[divverent/darkplaces.git] / gl_rmain.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_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
86 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
87 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
90
91 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
96
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
101
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
109
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
114
115 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
116
117 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
118
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
120
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
127
128 extern cvar_t v_glslgamma;
129
130 extern qboolean v_flipped_state;
131
132 static struct r_bloomstate_s
133 {
134         qboolean enabled;
135         qboolean hdr;
136
137         int bloomwidth, bloomheight;
138
139         int screentexturewidth, screentextureheight;
140         rtexture_t *texture_screen;
141
142         int bloomtexturewidth, bloomtextureheight;
143         rtexture_t *texture_bloom;
144
145         // arrays for rendering the screen passes
146         float screentexcoord2f[8];
147         float bloomtexcoord2f[8];
148         float offsettexcoord2f[8];
149 }
150 r_bloomstate;
151
152 typedef struct r_waterstate_waterplane_s
153 {
154         rtexture_t *texture_refraction;
155         rtexture_t *texture_reflection;
156         mplane_t plane;
157         int materialflags; // combined flags of all water surfaces on this plane
158         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
159         qboolean pvsvalid;
160 }
161 r_waterstate_waterplane_t;
162
163 #define MAX_WATERPLANES 16
164
165 static struct r_waterstate_s
166 {
167         qboolean enabled;
168
169         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
170
171         int waterwidth, waterheight;
172         int texturewidth, textureheight;
173
174         int maxwaterplanes; // same as MAX_WATERPLANES
175         int numwaterplanes;
176         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
177
178         float screenscale[2];
179         float screencenter[2];
180 }
181 r_waterstate;
182
183 // shadow volume bsp struct with automatically growing nodes buffer
184 svbsp_t r_svbsp;
185
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
197
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
203 {
204         0, 0, 0,
205         1, 0, 0,
206         1, 1, 0,
207         0, 1, 0
208 };
209
210 extern void R_DrawModelShadows(void);
211
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
213 {
214         int i;
215         for (i = 0;i < verts;i++)
216         {
217                 out[0] = in[0] * r;
218                 out[1] = in[1] * g;
219                 out[2] = in[2] * b;
220                 out[3] = in[3];
221                 in += 4;
222                 out += 4;
223         }
224 }
225
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = r;
232                 out[1] = g;
233                 out[2] = b;
234                 out[3] = a;
235                 out += 4;
236         }
237 }
238
239 // FIXME: move this to client?
240 void FOG_clear(void)
241 {
242         if (gamemode == GAME_NEHAHRA)
243         {
244                 Cvar_Set("gl_fogenable", "0");
245                 Cvar_Set("gl_fogdensity", "0.2");
246                 Cvar_Set("gl_fogred", "0.3");
247                 Cvar_Set("gl_foggreen", "0.3");
248                 Cvar_Set("gl_fogblue", "0.3");
249         }
250         r_refdef.fog_density = 0;
251         r_refdef.fog_red = 0;
252         r_refdef.fog_green = 0;
253         r_refdef.fog_blue = 0;
254         r_refdef.fog_alpha = 1;
255         r_refdef.fog_start = 0;
256         r_refdef.fog_end = 0;
257 }
258
259 float FogForDistance(vec_t dist)
260 {
261         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
263 }
264
265 float FogPoint_World(const vec3_t p)
266 {
267         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
268 }
269
270 float FogPoint_Model(const vec3_t p)
271 {
272         return FogForDistance(VectorDistance((p), rsurface.modelorg));
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// common definitions between vertex shader and fragment shader:\n"
456 "\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
462 "//#else\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
467 "//#endif\n"
468 "\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
470 "\n"
471 "# ifdef VERTEX_SHADER\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_Position = ftransform();\n"
475 "}\n"
476 "# endif\n"
477 "\n"
478 "#else\n"
479 "\n"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
482 "void main(void)\n"
483 "{\n"
484 "       gl_FrontColor = gl_Color;\n"
485 "       gl_Position = ftransform();\n"
486 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
487 "#ifdef USEGLOW\n"
488 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
489 "#endif\n"
490 "}\n"
491 "# endif\n"
492 "# ifdef FRAGMENT_SHADER\n"
493 "\n"
494 "uniform sampler2D Texture_First;\n"
495 "#ifdef USEGLOW\n"
496 "uniform sampler2D Texture_Second;\n"
497 "#endif\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_GammaRamps;\n"
500 "#endif\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
503 "#endif\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
506 "#endif\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
513 "void main(void)\n"
514 "{\n"
515 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
516 "#ifdef USEGLOW\n"
517 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
518 "#endif\n"
519 "#ifdef USEVERTEXTEXTUREBLEND\n"
520 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
521 "#endif\n"
522 "\n"
523 "#ifdef USEPOSTPROCESSING\n"
524 "// add your own postprocessing here or make your own ifdef for it\n"
525 "#endif\n"
526 "\n"
527 "#ifdef USEGAMMARAMPS\n"
528 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
529 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
530 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
531 "#endif\n"
532 "}\n"
533 "# endif\n"
534 "\n"
535 "\n"
536 "#else\n"
537 "#ifdef MODE_GENERIC\n"
538 "# ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_FrontColor = gl_Color;\n"
542 "#  ifdef USEDIFFUSE\n"
543 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
544 "#  endif\n"
545 "#  ifdef USESPECULAR\n"
546 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "#  endif\n"
548 "       gl_Position = ftransform();\n"
549 "}\n"
550 "# endif\n"
551 "# ifdef FRAGMENT_SHADER\n"
552 "\n"
553 "#  ifdef USEDIFFUSE\n"
554 "uniform sampler2D Texture_First;\n"
555 "#  endif\n"
556 "#  ifdef USESPECULAR\n"
557 "uniform sampler2D Texture_Second;\n"
558 "#  endif\n"
559 "\n"
560 "void main(void)\n"
561 "{\n"
562 "       gl_FragColor = gl_Color;\n"
563 "#  ifdef USEDIFFUSE\n"
564 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
565 "#  endif\n"
566 "\n"
567 "#  ifdef USESPECULAR\n"
568 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
569 "#  endif\n"
570 "#  ifdef USECOLORMAPPING\n"
571 "       gl_FragColor *= tex2;\n"
572 "#  endif\n"
573 "#  ifdef USEGLOW\n"
574 "       gl_FragColor += tex2;\n"
575 "#  endif\n"
576 "#  ifdef USEVERTEXTEXTUREBLEND\n"
577 "       gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
578 "#  endif\n"
579 "}\n"
580 "# endif\n"
581 "\n"
582 "#else // !MODE_GENERIC\n"
583 "\n"
584 "varying vec2 TexCoord;\n"
585 "varying vec2 TexCoordLightmap;\n"
586 "\n"
587 "#ifdef MODE_LIGHTSOURCE\n"
588 "varying vec3 CubeVector;\n"
589 "#endif\n"
590 "\n"
591 "#ifdef MODE_LIGHTSOURCE\n"
592 "varying vec3 LightVector;\n"
593 "#endif\n"
594 "#ifdef MODE_LIGHTDIRECTION\n"
595 "varying vec3 LightVector;\n"
596 "#endif\n"
597 "\n"
598 "varying vec3 EyeVector;\n"
599 "#ifdef USEFOG\n"
600 "varying vec3 EyeVectorModelSpace;\n"
601 "#endif\n"
602 "\n"
603 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
604 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
605 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
606 "\n"
607 "#ifdef MODE_WATER\n"
608 "varying vec4 ModelViewProjectionPosition;\n"
609 "#else\n"
610 "#ifdef MODE_REFRACTION\n"
611 "varying vec4 ModelViewProjectionPosition;\n"
612 "#else\n"
613 "#ifdef USEREFLECTION\n"
614 "varying vec4 ModelViewProjectionPosition;\n"
615 "#endif\n"
616 "#endif\n"
617 "#endif\n"
618 "\n"
619 "\n"
620 "\n"
621 "\n"
622 "\n"
623 "// vertex shader specific:\n"
624 "#ifdef VERTEX_SHADER\n"
625 "\n"
626 "uniform vec3 LightPosition;\n"
627 "uniform vec3 EyePosition;\n"
628 "uniform vec3 LightDir;\n"
629 "\n"
630 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
631 "\n"
632 "void main(void)\n"
633 "{\n"
634 "       gl_FrontColor = gl_Color;\n"
635 "       // copy the surface texcoord\n"
636 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
637 "#ifndef MODE_LIGHTSOURCE\n"
638 "# ifndef MODE_LIGHTDIRECTION\n"
639 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
640 "# endif\n"
641 "#endif\n"
642 "\n"
643 "#ifdef MODE_LIGHTSOURCE\n"
644 "       // transform vertex position into light attenuation/cubemap space\n"
645 "       // (-1 to +1 across the light box)\n"
646 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
647 "\n"
648 "       // transform unnormalized light direction into tangent space\n"
649 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
650 "       //  normalize it per pixel)\n"
651 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
652 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
653 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
654 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
655 "#endif\n"
656 "\n"
657 "#ifdef MODE_LIGHTDIRECTION\n"
658 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
659 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
660 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
661 "#endif\n"
662 "\n"
663 "       // transform unnormalized eye direction into tangent space\n"
664 "#ifndef USEFOG\n"
665 "       vec3 EyeVectorModelSpace;\n"
666 "#endif\n"
667 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
668 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
669 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
670 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
671 "\n"
672 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
673 "       VectorS = gl_MultiTexCoord1.xyz;\n"
674 "       VectorT = gl_MultiTexCoord2.xyz;\n"
675 "       VectorR = gl_MultiTexCoord3.xyz;\n"
676 "#endif\n"
677 "\n"
678 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
679 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
680 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
681 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
682 "//#endif\n"
683 "\n"
684 "// transform vertex to camera space, using ftransform to match non-VS\n"
685 "       // rendering\n"
686 "       gl_Position = ftransform();\n"
687 "\n"
688 "#ifdef MODE_WATER\n"
689 "       ModelViewProjectionPosition = gl_Position;\n"
690 "#endif\n"
691 "#ifdef MODE_REFRACTION\n"
692 "       ModelViewProjectionPosition = gl_Position;\n"
693 "#endif\n"
694 "#ifdef USEREFLECTION\n"
695 "       ModelViewProjectionPosition = gl_Position;\n"
696 "#endif\n"
697 "}\n"
698 "\n"
699 "#endif // VERTEX_SHADER\n"
700 "\n"
701 "\n"
702 "\n"
703 "\n"
704 "// fragment shader specific:\n"
705 "#ifdef FRAGMENT_SHADER\n"
706 "\n"
707 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
708 "uniform sampler2D Texture_Normal;\n"
709 "uniform sampler2D Texture_Color;\n"
710 "uniform sampler2D Texture_Gloss;\n"
711 "uniform sampler2D Texture_Glow;\n"
712 "uniform sampler2D Texture_SecondaryNormal;\n"
713 "uniform sampler2D Texture_SecondaryColor;\n"
714 "uniform sampler2D Texture_SecondaryGloss;\n"
715 "uniform sampler2D Texture_SecondaryGlow;\n"
716 "uniform sampler2D Texture_Pants;\n"
717 "uniform sampler2D Texture_Shirt;\n"
718 "uniform sampler2D Texture_FogMask;\n"
719 "uniform sampler2D Texture_Lightmap;\n"
720 "uniform sampler2D Texture_Deluxemap;\n"
721 "uniform sampler2D Texture_Refraction;\n"
722 "uniform sampler2D Texture_Reflection;\n"
723 "uniform sampler2D Texture_Attenuation;\n"
724 "uniform samplerCube Texture_Cube;\n"
725 "\n"
726 "uniform myhalf3 LightColor;\n"
727 "uniform myhalf3 AmbientColor;\n"
728 "uniform myhalf3 DiffuseColor;\n"
729 "uniform myhalf3 SpecularColor;\n"
730 "uniform myhalf3 Color_Pants;\n"
731 "uniform myhalf3 Color_Shirt;\n"
732 "uniform myhalf3 FogColor;\n"
733 "\n"
734 "uniform myhalf4 TintColor;\n"
735 "\n"
736 "\n"
737 "//#ifdef MODE_WATER\n"
738 "uniform vec4 DistortScaleRefractReflect;\n"
739 "uniform vec4 ScreenScaleRefractReflect;\n"
740 "uniform vec4 ScreenCenterRefractReflect;\n"
741 "uniform myhalf4 RefractColor;\n"
742 "uniform myhalf4 ReflectColor;\n"
743 "uniform myhalf ReflectFactor;\n"
744 "uniform myhalf ReflectOffset;\n"
745 "//#else\n"
746 "//# ifdef MODE_REFRACTION\n"
747 "//uniform vec4 DistortScaleRefractReflect;\n"
748 "//uniform vec4 ScreenScaleRefractReflect;\n"
749 "//uniform vec4 ScreenCenterRefractReflect;\n"
750 "//uniform myhalf4 RefractColor;\n"
751 "//#  ifdef USEREFLECTION\n"
752 "//uniform myhalf4 ReflectColor;\n"
753 "//#  endif\n"
754 "//# else\n"
755 "//#  ifdef USEREFLECTION\n"
756 "//uniform vec4 DistortScaleRefractReflect;\n"
757 "//uniform vec4 ScreenScaleRefractReflect;\n"
758 "//uniform vec4 ScreenCenterRefractReflect;\n"
759 "//uniform myhalf4 ReflectColor;\n"
760 "//#  endif\n"
761 "//# endif\n"
762 "//#endif\n"
763 "\n"
764 "uniform myhalf GlowScale;\n"
765 "uniform myhalf SceneBrightness;\n"
766 "#ifdef USECONTRASTBOOST\n"
767 "uniform myhalf ContrastBoostCoeff;\n"
768 "#endif\n"
769 "\n"
770 "uniform float OffsetMapping_Scale;\n"
771 "uniform float OffsetMapping_Bias;\n"
772 "uniform float FogRangeRecip;\n"
773 "\n"
774 "uniform myhalf AmbientScale;\n"
775 "uniform myhalf DiffuseScale;\n"
776 "uniform myhalf SpecularScale;\n"
777 "uniform myhalf SpecularPower;\n"
778 "\n"
779 "#ifdef USEOFFSETMAPPING\n"
780 "vec2 OffsetMapping(vec2 TexCoord)\n"
781 "{\n"
782 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
783 "       // 14 sample relief mapping: linear search and then binary search\n"
784 "       // this basically steps forward a small amount repeatedly until it finds\n"
785 "       // itself inside solid, then jitters forward and back using decreasing\n"
786 "       // amounts to find the impact\n"
787 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
788 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
790 "       vec3 RT = vec3(TexCoord, 1);\n"
791 "       OffsetVector *= 0.1;\n"
792 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
801 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
802 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
803 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
804 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
805 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
806 "       return RT.xy;\n"
807 "#else\n"
808 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
809 "       // this basically moves forward the full distance, and then backs up based\n"
810 "       // on height of samples\n"
811 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
812 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
813 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
814 "       TexCoord += OffsetVector;\n"
815 "       OffsetVector *= 0.333;\n"
816 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
819 "       return TexCoord;\n"
820 "#endif\n"
821 "}\n"
822 "#endif // USEOFFSETMAPPING\n"
823 "\n"
824 "#ifdef MODE_WATER\n"
825 "\n"
826 "// water pass\n"
827 "void main(void)\n"
828 "{\n"
829 "#ifdef USEOFFSETMAPPING\n"
830 "       // apply offsetmapping\n"
831 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
832 "#define TexCoord TexCoordOffset\n"
833 "#endif\n"
834 "\n"
835 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
836 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
837 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
838 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
839 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
840 "}\n"
841 "\n"
842 "#else // !MODE_WATER\n"
843 "#ifdef MODE_REFRACTION\n"
844 "\n"
845 "// refraction pass\n"
846 "void main(void)\n"
847 "{\n"
848 "#ifdef USEOFFSETMAPPING\n"
849 "       // apply offsetmapping\n"
850 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
851 "#define TexCoord TexCoordOffset\n"
852 "#endif\n"
853 "\n"
854 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
855 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
856 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
857 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
858 "}\n"
859 "\n"
860 "#else // !MODE_REFRACTION\n"
861 "void main(void)\n"
862 "{\n"
863 "#ifdef USEOFFSETMAPPING\n"
864 "       // apply offsetmapping\n"
865 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
866 "#define TexCoord TexCoordOffset\n"
867 "#endif\n"
868 "\n"
869 "       // combine the diffuse textures (base, pants, shirt)\n"
870 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
871 "#ifdef USECOLORMAPPING\n"
872 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
873 "#endif\n"
874 "#ifdef USEVERTEXTEXTUREBLEND\n"
875 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
876 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
877 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
878 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
879 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
880 "#endif\n"
881 "\n"
882 "#ifdef USEDIFFUSE\n"
883 "       // get the surface normal and the gloss color\n"
884 "# ifdef USEVERTEXTEXTUREBLEND\n"
885 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
886 "#  ifdef USESPECULAR\n"
887 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
888 "#  endif\n"
889 "# else\n"
890 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
891 "#  ifdef USESPECULAR\n"
892 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
893 "#  endif\n"
894 "# endif\n"
895 "#endif\n"
896 "\n"
897 "\n"
898 "\n"
899 "#ifdef MODE_LIGHTSOURCE\n"
900 "       // light source\n"
901 "\n"
902 "       // calculate surface normal, light normal, and specular normal\n"
903 "       // compute color intensity for the two textures (colormap and glossmap)\n"
904 "       // scale by light color and attenuation as efficiently as possible\n"
905 "       // (do as much scalar math as possible rather than vector math)\n"
906 "# ifdef USEDIFFUSE\n"
907 "       // get the light normal\n"
908 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
909 "# endif\n"
910 "# ifdef USESPECULAR\n"
911 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
912 "\n"
913 "       // calculate directional shading\n"
914 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
915 "# else\n"
916 "#  ifdef USEDIFFUSE\n"
917 "       // calculate directional shading\n"
918 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
919 "#  else\n"
920 "       // calculate directionless shading\n"
921 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
922 "#  endif\n"
923 "# endif\n"
924 "\n"
925 "# ifdef USECUBEFILTER\n"
926 "       // apply light cubemap filter\n"
927 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
928 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
929 "# endif\n"
930 "#endif // MODE_LIGHTSOURCE\n"
931 "\n"
932 "\n"
933 "\n"
934 "\n"
935 "#ifdef MODE_LIGHTDIRECTION\n"
936 "       // directional model lighting\n"
937 "# ifdef USEDIFFUSE\n"
938 "       // get the light normal\n"
939 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
940 "# endif\n"
941 "# ifdef USESPECULAR\n"
942 "       // calculate directional shading\n"
943 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
944 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
945 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
946 "# else\n"
947 "#  ifdef USEDIFFUSE\n"
948 "\n"
949 "       // calculate directional shading\n"
950 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
951 "#  else\n"
952 "       color.rgb *= AmbientColor;\n"
953 "#  endif\n"
954 "# endif\n"
955 "#endif // MODE_LIGHTDIRECTION\n"
956 "\n"
957 "\n"
958 "\n"
959 "\n"
960 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
961 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
962 "\n"
963 "       // get the light normal\n"
964 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
965 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
966 "       // calculate directional shading\n"
967 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
968 "# ifdef USESPECULAR\n"
969 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
970 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
971 "# endif\n"
972 "\n"
973 "       // apply lightmap color\n"
974 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
975 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
976 "\n"
977 "\n"
978 "\n"
979 "\n"
980 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
981 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 "\n"
983 "       // get the light normal\n"
984 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
985 "       // calculate directional shading\n"
986 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
987 "# ifdef USESPECULAR\n"
988 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
989 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
990 "# endif\n"
991 "\n"
992 "       // apply lightmap color\n"
993 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
994 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
995 "\n"
996 "\n"
997 "\n"
998 "\n"
999 "#ifdef MODE_LIGHTMAP\n"
1000 "       // apply lightmap color\n"
1001 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1002 "#endif // MODE_LIGHTMAP\n"
1003 "\n"
1004 "\n"
1005 "\n"
1006 "\n"
1007 "#ifdef MODE_VERTEXCOLOR\n"
1008 "       // apply lightmap color\n"
1009 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1010 "#endif // MODE_VERTEXCOLOR\n"
1011 "\n"
1012 "\n"
1013 "\n"
1014 "\n"
1015 "#ifdef MODE_FLATCOLOR\n"
1016 "#endif // MODE_FLATCOLOR\n"
1017 "\n"
1018 "\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "       color *= TintColor;\n"
1025 "\n"
1026 "#ifdef USEGLOW\n"
1027 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1028 "#endif\n"
1029 "\n"
1030 "#ifdef USECONTRASTBOOST\n"
1031 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1032 "#endif\n"
1033 "\n"
1034 "       color.rgb *= SceneBrightness;\n"
1035 "\n"
1036 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1037 "#ifdef USEFOG\n"
1038 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1039 "#endif\n"
1040 "\n"
1041 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1042 "#ifdef USEREFLECTION\n"
1043 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1044 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1045 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1046 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1047 "#endif\n"
1048 "\n"
1049 "       gl_FragColor = vec4(color);\n"
1050 "}\n"
1051 "#endif // !MODE_REFRACTION\n"
1052 "#endif // !MODE_WATER\n"
1053 "\n"
1054 "#endif // FRAGMENT_SHADER\n"
1055 "\n"
1056 "#endif // !MODE_GENERIC\n"
1057 "#endif // !MODE_POSTPROCESS\n"
1058 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1059 ;
1060
1061 typedef struct shaderpermutationinfo_s
1062 {
1063         const char *pretext;
1064         const char *name;
1065 }
1066 shaderpermutationinfo_t;
1067
1068 typedef struct shadermodeinfo_s
1069 {
1070         const char *vertexfilename;
1071         const char *geometryfilename;
1072         const char *fragmentfilename;
1073         const char *pretext;
1074         const char *name;
1075 }
1076 shadermodeinfo_t;
1077
1078 typedef enum shaderpermutation_e
1079 {
1080         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1081         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1082         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1083         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1084         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1085         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1086         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1087         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1088         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1089         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1090         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1091         SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1092         SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1093         SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1094         SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1095 }
1096 shaderpermutation_t;
1097
1098 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1099 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1100 {
1101         {"#define USEDIFFUSE\n", " diffuse"},
1102         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1103         {"#define USECOLORMAPPING\n", " colormapping"},
1104         {"#define USECONTRASTBOOST\n", " contrastboost"},
1105         {"#define USEFOG\n", " fog"},
1106         {"#define USECUBEFILTER\n", " cubefilter"},
1107         {"#define USEGLOW\n", " glow"},
1108         {"#define USESPECULAR\n", " specular"},
1109         {"#define USEREFLECTION\n", " reflection"},
1110         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1111         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1112         {"#define USEGAMMARAMPS\n", " gammaramps"},
1113         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1114 };
1115
1116 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1117 typedef enum shadermode_e
1118 {
1119         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1120         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1121         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1122         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1123         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1124         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1125         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1126         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1127         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1128         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1129         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1130         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1131         SHADERMODE_COUNT
1132 }
1133 shadermode_t;
1134
1135 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1136 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1137 {
1138         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1139         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1140         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1141         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1142         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1143         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1144         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1145         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1146         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1147         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1148         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1149         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1150 };
1151
1152 typedef struct r_glsl_permutation_s
1153 {
1154         // indicates if we have tried compiling this permutation already
1155         qboolean compiled;
1156         // 0 if compilation failed
1157         int program;
1158         // locations of detected uniforms in program object, or -1 if not found
1159         int loc_Texture_First;
1160         int loc_Texture_Second;
1161         int loc_Texture_GammaRamps;
1162         int loc_Texture_Normal;
1163         int loc_Texture_Color;
1164         int loc_Texture_Gloss;
1165         int loc_Texture_Glow;
1166         int loc_Texture_SecondaryNormal;
1167         int loc_Texture_SecondaryColor;
1168         int loc_Texture_SecondaryGloss;
1169         int loc_Texture_SecondaryGlow;
1170         int loc_Texture_Pants;
1171         int loc_Texture_Shirt;
1172         int loc_Texture_FogMask;
1173         int loc_Texture_Lightmap;
1174         int loc_Texture_Deluxemap;
1175         int loc_Texture_Attenuation;
1176         int loc_Texture_Cube;
1177         int loc_Texture_Refraction;
1178         int loc_Texture_Reflection;
1179         int loc_FogColor;
1180         int loc_LightPosition;
1181         int loc_EyePosition;
1182         int loc_Color_Pants;
1183         int loc_Color_Shirt;
1184         int loc_FogRangeRecip;
1185         int loc_AmbientScale;
1186         int loc_DiffuseScale;
1187         int loc_SpecularScale;
1188         int loc_SpecularPower;
1189         int loc_GlowScale;
1190         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1191         int loc_OffsetMapping_Scale;
1192         int loc_TintColor;
1193         int loc_AmbientColor;
1194         int loc_DiffuseColor;
1195         int loc_SpecularColor;
1196         int loc_LightDir;
1197         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1198         int loc_GammaCoeff; // 1 / gamma
1199         int loc_DistortScaleRefractReflect;
1200         int loc_ScreenScaleRefractReflect;
1201         int loc_ScreenCenterRefractReflect;
1202         int loc_RefractColor;
1203         int loc_ReflectColor;
1204         int loc_ReflectFactor;
1205         int loc_ReflectOffset;
1206         int loc_UserVec1;
1207         int loc_UserVec2;
1208         int loc_UserVec3;
1209         int loc_UserVec4;
1210         int loc_ClientTime;
1211 }
1212 r_glsl_permutation_t;
1213
1214 // information about each possible shader permutation
1215 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1216 // currently selected permutation
1217 r_glsl_permutation_t *r_glsl_permutation;
1218
1219 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1220 {
1221         char *shaderstring;
1222         if (!filename || !filename[0])
1223                 return NULL;
1224         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1225         if (shaderstring)
1226         {
1227                 if (printfromdisknotice)
1228                         Con_DPrint("from disk... ");
1229                 return shaderstring;
1230         }
1231         else if (!strcmp(filename, "glsl/default.glsl"))
1232         {
1233                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1234                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1235         }
1236         return shaderstring;
1237 }
1238
1239 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1240 {
1241         int i;
1242         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1243         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1244         int vertstrings_count = 0;
1245         int geomstrings_count = 0;
1246         int fragstrings_count = 0;
1247         char *vertexstring, *geometrystring, *fragmentstring;
1248         const char *vertstrings_list[32+3];
1249         const char *geomstrings_list[32+3];
1250         const char *fragstrings_list[32+3];
1251         char permutationname[256];
1252
1253         if (p->compiled)
1254                 return;
1255         p->compiled = true;
1256         p->program = 0;
1257
1258         permutationname[0] = 0;
1259         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1260         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1261         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1262
1263         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1264
1265         // the first pretext is which type of shader to compile as
1266         // (later these will all be bound together as a program object)
1267         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1268         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1269         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1270
1271         // the second pretext is the mode (for example a light source)
1272         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1273         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1274         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1275         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1276
1277         // now add all the permutation pretexts
1278         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1279         {
1280                 if (permutation & (1<<i))
1281                 {
1282                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1283                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1284                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1285                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1286                 }
1287                 else
1288                 {
1289                         // keep line numbers correct
1290                         vertstrings_list[vertstrings_count++] = "\n";
1291                         geomstrings_list[geomstrings_count++] = "\n";
1292                         fragstrings_list[fragstrings_count++] = "\n";
1293                 }
1294         }
1295
1296         // now append the shader text itself
1297         vertstrings_list[vertstrings_count++] = vertexstring;
1298         geomstrings_list[geomstrings_count++] = geometrystring;
1299         fragstrings_list[fragstrings_count++] = fragmentstring;
1300
1301         // if any sources were NULL, clear the respective list
1302         if (!vertexstring)
1303                 vertstrings_count = 0;
1304         if (!geometrystring)
1305                 geomstrings_count = 0;
1306         if (!fragmentstring)
1307                 fragstrings_count = 0;
1308
1309         // compile the shader program
1310         if (vertstrings_count + geomstrings_count + fragstrings_count)
1311                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1312         if (p->program)
1313         {
1314                 CHECKGLERROR
1315                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1316                 // look up all the uniform variable names we care about, so we don't
1317                 // have to look them up every time we set them
1318                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1319                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1320                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1321                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1322                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1323                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1324                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1325                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1326                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1327                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1328                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1329                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1330                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1331                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1332                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1333                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1334                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1335                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1336                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1337                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1338                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1339                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1340                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1341                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1342                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1343                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1344                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1345                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1346                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1347                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1348                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1349                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1350                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1351                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1352                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1353                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1354                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1355                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1356                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1357                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1358                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1359                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1360                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1361                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1362                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1363                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1364                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1365                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1366                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1367                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1368                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1369                 // initialize the samplers to refer to the texture units we use
1370                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1371                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1372                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1373                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1374                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1375                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1376                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1377                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1378                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1379                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1380                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1381                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1382                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1383                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1384                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1385                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1386                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1387                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1388                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1389                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1390                 CHECKGLERROR
1391                 if (developer.integer)
1392                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1393         }
1394         else
1395                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1396
1397         // free the strings
1398         if (vertexstring)
1399                 Mem_Free(vertexstring);
1400         if (geometrystring)
1401                 Mem_Free(geometrystring);
1402         if (fragmentstring)
1403                 Mem_Free(fragmentstring);
1404 }
1405
1406 void R_GLSL_Restart_f(void)
1407 {
1408         shadermode_t mode;
1409         shaderpermutation_t permutation;
1410         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1411                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1412                         if (r_glsl_permutations[mode][permutation].program)
1413                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1414         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1415 }
1416
1417 void R_GLSL_DumpShader_f(void)
1418 {
1419         int i;
1420
1421         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1422         if(!file)
1423         {
1424                 Con_Printf("failed to write to glsl/default.glsl\n");
1425                 return;
1426         }
1427
1428         FS_Print(file, "// The engine may define the following macros:\n");
1429         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1430         for (i = 0;i < SHADERMODE_COUNT;i++)
1431                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1432         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1433                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1434         FS_Print(file, "\n");
1435         FS_Print(file, builtinshaderstring);
1436         FS_Close(file);
1437
1438         Con_Printf("glsl/default.glsl written\n");
1439 }
1440
1441 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1442 {
1443         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1444         if (r_glsl_permutation != perm)
1445         {
1446                 r_glsl_permutation = perm;
1447                 if (!r_glsl_permutation->program)
1448                 {
1449                         if (!r_glsl_permutation->compiled)
1450                                 R_GLSL_CompilePermutation(mode, permutation);
1451                         if (!r_glsl_permutation->program)
1452                         {
1453                                 // remove features until we find a valid permutation
1454                                 int i;
1455                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1456                                 {
1457                                         // reduce i more quickly whenever it would not remove any bits
1458                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1459                                         if (!(permutation & j))
1460                                                 continue;
1461                                         permutation -= j;
1462                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1463                                         if (!r_glsl_permutation->compiled)
1464                                                 R_GLSL_CompilePermutation(mode, permutation);
1465                                         if (r_glsl_permutation->program)
1466                                                 break;
1467                                 }
1468                                 if (i >= SHADERPERMUTATION_COUNT)
1469                                 {
1470                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1471                                         Cvar_SetValueQuick(&r_glsl, 0);
1472                                         R_GLSL_Restart_f(); // unload shaders
1473                                         return; // no bit left to clear
1474                                 }
1475                         }
1476                 }
1477                 CHECKGLERROR
1478                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1479         }
1480 }
1481
1482 void R_SetupGenericShader(qboolean usetexture)
1483 {
1484         if (gl_support_fragment_shader)
1485         {
1486                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1487                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1488                 else if (r_glsl_permutation)
1489                 {
1490                         r_glsl_permutation = NULL;
1491                         qglUseProgramObjectARB(0);CHECKGLERROR
1492                 }
1493         }
1494 }
1495
1496 void R_SetupGenericTwoTextureShader(int texturemode)
1497 {
1498         if (gl_support_fragment_shader)
1499         {
1500                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1501                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1502                 else if (r_glsl_permutation)
1503                 {
1504                         r_glsl_permutation = NULL;
1505                         qglUseProgramObjectARB(0);CHECKGLERROR
1506                 }
1507         }
1508         if (!r_glsl_permutation)
1509         {
1510                 if (texturemode == GL_DECAL && gl_combine.integer)
1511                         texturemode = GL_INTERPOLATE_ARB;
1512                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1513         }
1514 }
1515
1516 void R_SetupDepthOrShadowShader(void)
1517 {
1518         if (gl_support_fragment_shader)
1519         {
1520                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1521                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1522                 else if (r_glsl_permutation)
1523                 {
1524                         r_glsl_permutation = NULL;
1525                         qglUseProgramObjectARB(0);CHECKGLERROR
1526                 }
1527         }
1528 }
1529
1530 extern rtexture_t *r_shadow_attenuationgradienttexture;
1531 extern rtexture_t *r_shadow_attenuation2dtexture;
1532 extern rtexture_t *r_shadow_attenuation3dtexture;
1533 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1534 {
1535         // select a permutation of the lighting shader appropriate to this
1536         // combination of texture, entity, light source, and fogging, only use the
1537         // minimum features necessary to avoid wasting rendering time in the
1538         // fragment shader on features that are not being used
1539         unsigned int permutation = 0;
1540         shadermode_t mode = 0;
1541         // TODO: implement geometry-shader based shadow volumes someday
1542         if (r_glsl_offsetmapping.integer)
1543         {
1544                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1545                 if (r_glsl_offsetmapping_reliefmapping.integer)
1546                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1547         }
1548         if (rsurfacepass == RSURFPASS_BACKGROUND)
1549         {
1550                 // distorted background
1551                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1552                         mode = SHADERMODE_WATER;
1553                 else
1554                         mode = SHADERMODE_REFRACTION;
1555         }
1556         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1557         {
1558                 // light source
1559                 mode = SHADERMODE_LIGHTSOURCE;
1560                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1561                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1562                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1563                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1564                 if (diffusescale > 0)
1565                         permutation |= SHADERPERMUTATION_DIFFUSE;
1566                 if (specularscale > 0)
1567                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1568                 if (r_refdef.fogenabled)
1569                         permutation |= SHADERPERMUTATION_FOG;
1570                 if (rsurface.texture->colormapping)
1571                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1572                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1573                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1574         }
1575         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1576         {
1577                 // unshaded geometry (fullbright or ambient model lighting)
1578                 mode = SHADERMODE_FLATCOLOR;
1579                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1580                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1581                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1582                         permutation |= SHADERPERMUTATION_GLOW;
1583                 if (r_refdef.fogenabled)
1584                         permutation |= SHADERPERMUTATION_FOG;
1585                 if (rsurface.texture->colormapping)
1586                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1587                 if (r_glsl_offsetmapping.integer)
1588                 {
1589                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1590                         if (r_glsl_offsetmapping_reliefmapping.integer)
1591                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1592                 }
1593                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1594                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1595                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1596                         permutation |= SHADERPERMUTATION_REFLECTION;
1597         }
1598         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1599         {
1600                 // directional model lighting
1601                 mode = SHADERMODE_LIGHTDIRECTION;
1602                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1603                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1604                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1605                         permutation |= SHADERPERMUTATION_GLOW;
1606                 permutation |= SHADERPERMUTATION_DIFFUSE;
1607                 if (specularscale > 0)
1608                         permutation |= SHADERPERMUTATION_SPECULAR;
1609                 if (r_refdef.fogenabled)
1610                         permutation |= SHADERPERMUTATION_FOG;
1611                 if (rsurface.texture->colormapping)
1612                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1613                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1614                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1615                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1616                         permutation |= SHADERPERMUTATION_REFLECTION;
1617         }
1618         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1619         {
1620                 // ambient model lighting
1621                 mode = SHADERMODE_LIGHTDIRECTION;
1622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1623                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1624                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1625                         permutation |= SHADERPERMUTATION_GLOW;
1626                 if (r_refdef.fogenabled)
1627                         permutation |= SHADERPERMUTATION_FOG;
1628                 if (rsurface.texture->colormapping)
1629                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1630                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1631                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1632                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1633                         permutation |= SHADERPERMUTATION_REFLECTION;
1634         }
1635         else
1636         {
1637                 // lightmapped wall
1638                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1639                 {
1640                         // deluxemapping (light direction texture)
1641                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1642                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1643                         else
1644                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1645                         permutation |= SHADERPERMUTATION_DIFFUSE;
1646                         if (specularscale > 0)
1647                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1648                 }
1649                 else if (r_glsl_deluxemapping.integer >= 2)
1650                 {
1651                         // fake deluxemapping (uniform light direction in tangentspace)
1652                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653                         permutation |= SHADERPERMUTATION_DIFFUSE;
1654                         if (specularscale > 0)
1655                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1656                 }
1657                 else if (rsurface.uselightmaptexture)
1658                 {
1659                         // ordinary lightmapping (q1bsp, q3bsp)
1660                         mode = SHADERMODE_LIGHTMAP;
1661                 }
1662                 else
1663                 {
1664                         // ordinary vertex coloring (q3bsp)
1665                         mode = SHADERMODE_VERTEXCOLOR;
1666                 }
1667                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1668                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1669                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1670                         permutation |= SHADERPERMUTATION_GLOW;
1671                 if (r_refdef.fogenabled)
1672                         permutation |= SHADERPERMUTATION_FOG;
1673                 if (rsurface.texture->colormapping)
1674                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1675                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1676                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1677                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1678                         permutation |= SHADERPERMUTATION_REFLECTION;
1679         }
1680         R_SetupShader_SetPermutation(mode, permutation);
1681         if (mode == SHADERMODE_LIGHTSOURCE)
1682         {
1683                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1684                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1685                 {
1686                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1687                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1688                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1689                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1690                 }
1691                 else
1692                 {
1693                         // ambient only is simpler
1694                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1695                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1696                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1697                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1698                 }
1699                 // additive passes are only darkened by fog, not tinted
1700                 if (r_glsl_permutation->loc_FogColor >= 0)
1701                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1702         }
1703         else
1704         {
1705                 if (mode == SHADERMODE_LIGHTDIRECTION)
1706                 {
1707                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1708                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1709                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1710                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1711                 }
1712                 else
1713                 {
1714                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1715                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1716                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1717                 }
1718                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1719                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1720                 // additive passes are only darkened by fog, not tinted
1721                 if (r_glsl_permutation->loc_FogColor >= 0)
1722                 {
1723                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1724                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1725                         else
1726                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1727                 }
1728                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1729                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1730                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1731                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1732                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1733                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1734                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1735         }
1736         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1737         {
1738                 // The formula used is actually:
1739                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1740                 //   color.rgb *= SceneBrightness;
1741                 // simplified:
1742                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1743                 // and do [[calculations]] here in the engine
1744                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1745                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1746         }
1747         else
1748                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1749         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1750         if (r_glsl_permutation->loc_Color_Pants >= 0)
1751         {
1752                 if (rsurface.texture->currentskinframe->pants)
1753                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1754                 else
1755                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1756         }
1757         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1758         {
1759                 if (rsurface.texture->currentskinframe->shirt)
1760                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1761                 else
1762                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1763         }
1764         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1765         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1766         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1767         CHECKGLERROR
1768 }
1769
1770 #define SKINFRAME_HASH 1024
1771
1772 struct
1773 {
1774         int loadsequence; // incremented each level change
1775         memexpandablearray_t array;
1776         skinframe_t *hash[SKINFRAME_HASH];
1777 }
1778 r_skinframe;
1779
1780 void R_SkinFrame_PrepareForPurge(void)
1781 {
1782         r_skinframe.loadsequence++;
1783         // wrap it without hitting zero
1784         if (r_skinframe.loadsequence >= 200)
1785                 r_skinframe.loadsequence = 1;
1786 }
1787
1788 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1789 {
1790         if (!skinframe)
1791                 return;
1792         // mark the skinframe as used for the purging code
1793         skinframe->loadsequence = r_skinframe.loadsequence;
1794 }
1795
1796 void R_SkinFrame_Purge(void)
1797 {
1798         int i;
1799         skinframe_t *s;
1800         for (i = 0;i < SKINFRAME_HASH;i++)
1801         {
1802                 for (s = r_skinframe.hash[i];s;s = s->next)
1803                 {
1804                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1805                         {
1806                                 if (s->merged == s->base)
1807                                         s->merged = NULL;
1808                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1809                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1810                                 R_PurgeTexture(s->merged);s->merged = NULL;
1811                                 R_PurgeTexture(s->base  );s->base   = NULL;
1812                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1813                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1814                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1815                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1816                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1817                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1818                                 s->loadsequence = 0;
1819                         }
1820                 }
1821         }
1822 }
1823
1824 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1825         skinframe_t *item;
1826         char basename[MAX_QPATH];
1827
1828         Image_StripImageExtension(name, basename, sizeof(basename));
1829
1830         if( last == NULL ) {
1831                 int hashindex;
1832                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1833                 item = r_skinframe.hash[hashindex];
1834         } else {
1835                 item = last->next;
1836         }
1837
1838         // linearly search through the hash bucket
1839         for( ; item ; item = item->next ) {
1840                 if( !strcmp( item->basename, basename ) ) {
1841                         return item;
1842                 }
1843         }
1844         return NULL;
1845 }
1846
1847 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1848 {
1849         skinframe_t *item;
1850         int hashindex;
1851         char basename[MAX_QPATH];
1852
1853         Image_StripImageExtension(name, basename, sizeof(basename));
1854
1855         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1856         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1857                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1858                         break;
1859
1860         if (!item) {
1861                 rtexture_t *dyntexture;
1862                 // check whether its a dynamic texture
1863                 dyntexture = CL_GetDynTexture( basename );
1864                 if (!add && !dyntexture)
1865                         return NULL;
1866                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1867                 memset(item, 0, sizeof(*item));
1868                 strlcpy(item->basename, basename, sizeof(item->basename));
1869                 item->base = dyntexture; // either NULL or dyntexture handle
1870                 item->textureflags = textureflags;
1871                 item->comparewidth = comparewidth;
1872                 item->compareheight = compareheight;
1873                 item->comparecrc = comparecrc;
1874                 item->next = r_skinframe.hash[hashindex];
1875                 r_skinframe.hash[hashindex] = item;
1876         }
1877         else if( item->base == NULL )
1878         {
1879                 rtexture_t *dyntexture;
1880                 // check whether its a dynamic texture
1881                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1882                 dyntexture = CL_GetDynTexture( basename );
1883                 item->base = dyntexture; // either NULL or dyntexture handle
1884         }
1885
1886         R_SkinFrame_MarkUsed(item);
1887         return item;
1888 }
1889
1890 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1891 {
1892         // FIXME: it should be possible to disable loading various layers using
1893         // cvars, to prevent wasted loading time and memory usage if the user does
1894         // not want them
1895         qboolean loadnormalmap = true;
1896         qboolean loadgloss = true;
1897         qboolean loadpantsandshirt = true;
1898         qboolean loadglow = true;
1899         int j;
1900         unsigned char *pixels;
1901         unsigned char *bumppixels;
1902         unsigned char *basepixels = NULL;
1903         int basepixels_width;
1904         int basepixels_height;
1905         skinframe_t *skinframe;
1906
1907         if (cls.state == ca_dedicated)
1908                 return NULL;
1909
1910         // return an existing skinframe if already loaded
1911         // if loading of the first image fails, don't make a new skinframe as it
1912         // would cause all future lookups of this to be missing
1913         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1914         if (skinframe && skinframe->base)
1915                 return skinframe;
1916
1917         basepixels = loadimagepixelsbgra(name, complain, true);
1918         if (basepixels == NULL)
1919                 return NULL;
1920
1921         // we've got some pixels to store, so really allocate this new texture now
1922         if (!skinframe)
1923                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1924         skinframe->stain = NULL;
1925         skinframe->merged = NULL;
1926         skinframe->base = r_texture_notexture;
1927         skinframe->pants = NULL;
1928         skinframe->shirt = NULL;
1929         skinframe->nmap = r_texture_blanknormalmap;
1930         skinframe->gloss = NULL;
1931         skinframe->glow = NULL;
1932         skinframe->fog = NULL;
1933
1934         basepixels_width = image_width;
1935         basepixels_height = image_height;
1936         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1937
1938         if (textureflags & TEXF_ALPHA)
1939         {
1940                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1941                         if (basepixels[j] < 255)
1942                                 break;
1943                 if (j < basepixels_width * basepixels_height * 4)
1944                 {
1945                         // has transparent pixels
1946                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947                         for (j = 0;j < image_width * image_height * 4;j += 4)
1948                         {
1949                                 pixels[j+0] = 255;
1950                                 pixels[j+1] = 255;
1951                                 pixels[j+2] = 255;
1952                                 pixels[j+3] = basepixels[j+3];
1953                         }
1954                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1955                         Mem_Free(pixels);
1956                 }
1957         }
1958
1959         // _norm is the name used by tenebrae and has been adopted as standard
1960         if (loadnormalmap)
1961         {
1962                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1963                 {
1964                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1965                         Mem_Free(pixels);
1966                         pixels = NULL;
1967                 }
1968                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1969                 {
1970                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1971                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1972                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1973                         Mem_Free(pixels);
1974                         Mem_Free(bumppixels);
1975                 }
1976                 else if (r_shadow_bumpscale_basetexture.value > 0)
1977                 {
1978                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1979                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1980                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1981                         Mem_Free(pixels);
1982                 }
1983         }
1984         // _luma is supported for tenebrae compatibility
1985         // (I think it's a very stupid name, but oh well)
1986         // _glow is the preferred name
1987         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1988         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1989         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1990         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1991
1992         if (basepixels)
1993                 Mem_Free(basepixels);
1994
1995         return skinframe;
1996 }
1997
1998 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1999 {
2000         int i;
2001         if (!force)
2002         {
2003                 for (i = 0;i < width*height;i++)
2004                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2005                                 break;
2006                 if (i == width*height)
2007                         return NULL;
2008         }
2009         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2010 }
2011
2012 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2013 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2014 {
2015         int i;
2016         unsigned char *temp1, *temp2;
2017         skinframe_t *skinframe;
2018
2019         if (cls.state == ca_dedicated)
2020                 return NULL;
2021
2022         // if already loaded just return it, otherwise make a new skinframe
2023         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2024         if (skinframe && skinframe->base)
2025                 return skinframe;
2026
2027         skinframe->stain = NULL;
2028         skinframe->merged = NULL;
2029         skinframe->base = r_texture_notexture;
2030         skinframe->pants = NULL;
2031         skinframe->shirt = NULL;
2032         skinframe->nmap = r_texture_blanknormalmap;
2033         skinframe->gloss = NULL;
2034         skinframe->glow = NULL;
2035         skinframe->fog = NULL;
2036
2037         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2038         if (!skindata)
2039                 return NULL;
2040
2041         if (r_shadow_bumpscale_basetexture.value > 0)
2042         {
2043                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2044                 temp2 = temp1 + width * height * 4;
2045                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2046                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2047                 Mem_Free(temp1);
2048         }
2049         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2050         if (textureflags & TEXF_ALPHA)
2051         {
2052                 for (i = 3;i < width * height * 4;i += 4)
2053                         if (skindata[i] < 255)
2054                                 break;
2055                 if (i < width * height * 4)
2056                 {
2057                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2058                         memcpy(fogpixels, skindata, width * height * 4);
2059                         for (i = 0;i < width * height * 4;i += 4)
2060                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2061                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2062                         Mem_Free(fogpixels);
2063                 }
2064         }
2065
2066         return skinframe;
2067 }
2068
2069 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2070 {
2071         int i;
2072         unsigned char *temp1, *temp2;
2073         skinframe_t *skinframe;
2074
2075         if (cls.state == ca_dedicated)
2076                 return NULL;
2077
2078         // if already loaded just return it, otherwise make a new skinframe
2079         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2080         if (skinframe && skinframe->base)
2081                 return skinframe;
2082
2083         skinframe->stain = NULL;
2084         skinframe->merged = NULL;
2085         skinframe->base = r_texture_notexture;
2086         skinframe->pants = NULL;
2087         skinframe->shirt = NULL;
2088         skinframe->nmap = r_texture_blanknormalmap;
2089         skinframe->gloss = NULL;
2090         skinframe->glow = NULL;
2091         skinframe->fog = NULL;
2092
2093         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2094         if (!skindata)
2095                 return NULL;
2096
2097         if (r_shadow_bumpscale_basetexture.value > 0)
2098         {
2099                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2100                 temp2 = temp1 + width * height * 4;
2101                 // use either a custom palette or the quake palette
2102                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2103                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2104                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2105                 Mem_Free(temp1);
2106         }
2107         // use either a custom palette, or the quake palette
2108         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2109         if (loadglowtexture)
2110                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2111         if (loadpantsandshirt)
2112         {
2113                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2114                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2115         }
2116         if (skinframe->pants || skinframe->shirt)
2117                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2118         if (textureflags & TEXF_ALPHA)
2119         {
2120                 for (i = 0;i < width * height;i++)
2121                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2122                                 break;
2123                 if (i < width * height)
2124                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2125         }
2126
2127         return skinframe;
2128 }
2129
2130 skinframe_t *R_SkinFrame_LoadMissing(void)
2131 {
2132         skinframe_t *skinframe;
2133
2134         if (cls.state == ca_dedicated)
2135                 return NULL;
2136
2137         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2138         skinframe->stain = NULL;
2139         skinframe->merged = NULL;
2140         skinframe->base = r_texture_notexture;
2141         skinframe->pants = NULL;
2142         skinframe->shirt = NULL;
2143         skinframe->nmap = r_texture_blanknormalmap;
2144         skinframe->gloss = NULL;
2145         skinframe->glow = NULL;
2146         skinframe->fog = NULL;
2147
2148         return skinframe;
2149 }
2150
2151 void gl_main_start(void)
2152 {
2153         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2154         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2155
2156         // set up r_skinframe loading system for textures
2157         memset(&r_skinframe, 0, sizeof(r_skinframe));
2158         r_skinframe.loadsequence = 1;
2159         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2160
2161         r_main_texturepool = R_AllocTexturePool();
2162         R_BuildBlankTextures();
2163         R_BuildNoTexture();
2164         if (gl_texturecubemap)
2165         {
2166                 R_BuildWhiteCube();
2167                 R_BuildNormalizationCube();
2168         }
2169         r_texture_fogattenuation = NULL;
2170         r_texture_gammaramps = NULL;
2171         //r_texture_fogintensity = NULL;
2172         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2173         memset(&r_waterstate, 0, sizeof(r_waterstate));
2174         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2175         memset(&r_svbsp, 0, sizeof (r_svbsp));
2176
2177         r_refdef.fogmasktable_density = 0;
2178 }
2179
2180 void gl_main_shutdown(void)
2181 {
2182         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2183         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2184
2185         // clear out the r_skinframe state
2186         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2187         memset(&r_skinframe, 0, sizeof(r_skinframe));
2188
2189         if (r_svbsp.nodes)
2190                 Mem_Free(r_svbsp.nodes);
2191         memset(&r_svbsp, 0, sizeof (r_svbsp));
2192         R_FreeTexturePool(&r_main_texturepool);
2193         r_texture_blanknormalmap = NULL;
2194         r_texture_white = NULL;
2195         r_texture_grey128 = NULL;
2196         r_texture_black = NULL;
2197         r_texture_whitecube = NULL;
2198         r_texture_normalizationcube = NULL;
2199         r_texture_fogattenuation = NULL;
2200         r_texture_gammaramps = NULL;
2201         //r_texture_fogintensity = NULL;
2202         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2203         memset(&r_waterstate, 0, sizeof(r_waterstate));
2204         R_GLSL_Restart_f();
2205 }
2206
2207 extern void CL_ParseEntityLump(char *entitystring);
2208 void gl_main_newmap(void)
2209 {
2210         // FIXME: move this code to client
2211         int l;
2212         char *entities, entname[MAX_QPATH];
2213         if (cl.worldmodel)
2214         {
2215                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2216                 l = (int)strlen(entname) - 4;
2217                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2218                 {
2219                         memcpy(entname + l, ".ent", 5);
2220                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2221                         {
2222                                 CL_ParseEntityLump(entities);
2223                                 Mem_Free(entities);
2224                                 return;
2225                         }
2226                 }
2227                 if (cl.worldmodel->brush.entities)
2228                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2229         }
2230 }
2231
2232 void GL_Main_Init(void)
2233 {
2234         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2235
2236         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2237         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2238         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2239         if (gamemode == GAME_NEHAHRA)
2240         {
2241                 Cvar_RegisterVariable (&gl_fogenable);
2242                 Cvar_RegisterVariable (&gl_fogdensity);
2243                 Cvar_RegisterVariable (&gl_fogred);
2244                 Cvar_RegisterVariable (&gl_foggreen);
2245                 Cvar_RegisterVariable (&gl_fogblue);
2246                 Cvar_RegisterVariable (&gl_fogstart);
2247                 Cvar_RegisterVariable (&gl_fogend);
2248                 Cvar_RegisterVariable (&gl_skyclip);
2249         }
2250         Cvar_RegisterVariable(&r_depthfirst);
2251         Cvar_RegisterVariable(&r_nearclip);
2252         Cvar_RegisterVariable(&r_showbboxes);
2253         Cvar_RegisterVariable(&r_showsurfaces);
2254         Cvar_RegisterVariable(&r_showtris);
2255         Cvar_RegisterVariable(&r_shownormals);
2256         Cvar_RegisterVariable(&r_showlighting);
2257         Cvar_RegisterVariable(&r_showshadowvolumes);
2258         Cvar_RegisterVariable(&r_showcollisionbrushes);
2259         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2260         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2261         Cvar_RegisterVariable(&r_showdisabledepthtest);
2262         Cvar_RegisterVariable(&r_drawportals);
2263         Cvar_RegisterVariable(&r_drawentities);
2264         Cvar_RegisterVariable(&r_cullentities_trace);
2265         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2266         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2267         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2268         Cvar_RegisterVariable(&r_drawviewmodel);
2269         Cvar_RegisterVariable(&r_speeds);
2270         Cvar_RegisterVariable(&r_fullbrights);
2271         Cvar_RegisterVariable(&r_wateralpha);
2272         Cvar_RegisterVariable(&r_dynamic);
2273         Cvar_RegisterVariable(&r_fullbright);
2274         Cvar_RegisterVariable(&r_shadows);
2275         Cvar_RegisterVariable(&r_shadows_throwdistance);
2276         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2277         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2278         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2279         Cvar_RegisterVariable(&r_fog_exp2);
2280         Cvar_RegisterVariable(&r_textureunits);
2281         Cvar_RegisterVariable(&r_glsl);
2282         Cvar_RegisterVariable(&r_glsl_contrastboost);
2283         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2284         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2285         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2286         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2287         Cvar_RegisterVariable(&r_glsl_postprocess);
2288         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2289         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2290         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2291         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2292         Cvar_RegisterVariable(&r_glsl_usegeneric);
2293         Cvar_RegisterVariable(&r_water);
2294         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2295         Cvar_RegisterVariable(&r_water_clippingplanebias);
2296         Cvar_RegisterVariable(&r_water_refractdistort);
2297         Cvar_RegisterVariable(&r_water_reflectdistort);
2298         Cvar_RegisterVariable(&r_lerpsprites);
2299         Cvar_RegisterVariable(&r_lerpmodels);
2300         Cvar_RegisterVariable(&r_lerplightstyles);
2301         Cvar_RegisterVariable(&r_waterscroll);
2302         Cvar_RegisterVariable(&r_bloom);
2303         Cvar_RegisterVariable(&r_bloom_colorscale);
2304         Cvar_RegisterVariable(&r_bloom_brighten);
2305         Cvar_RegisterVariable(&r_bloom_blur);
2306         Cvar_RegisterVariable(&r_bloom_resolution);
2307         Cvar_RegisterVariable(&r_bloom_colorexponent);
2308         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2309         Cvar_RegisterVariable(&r_hdr);
2310         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2311         Cvar_RegisterVariable(&r_hdr_glowintensity);
2312         Cvar_RegisterVariable(&r_hdr_range);
2313         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2314         Cvar_RegisterVariable(&developer_texturelogging);
2315         Cvar_RegisterVariable(&gl_lightmaps);
2316         Cvar_RegisterVariable(&r_test);
2317         Cvar_RegisterVariable(&r_batchmode);
2318         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2319                 Cvar_SetValue("r_fullbrights", 0);
2320         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2321
2322         Cvar_RegisterVariable(&r_track_sprites);
2323         Cvar_RegisterVariable(&r_track_sprites_flags);
2324         Cvar_RegisterVariable(&r_track_sprites_scalew);
2325         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2326 }
2327
2328 extern void R_Textures_Init(void);
2329 extern void GL_Draw_Init(void);
2330 extern void GL_Main_Init(void);
2331 extern void R_Shadow_Init(void);
2332 extern void R_Sky_Init(void);
2333 extern void GL_Surf_Init(void);
2334 extern void R_Particles_Init(void);
2335 extern void R_Explosion_Init(void);
2336 extern void gl_backend_init(void);
2337 extern void Sbar_Init(void);
2338 extern void R_LightningBeams_Init(void);
2339 extern void Mod_RenderInit(void);
2340
2341 void Render_Init(void)
2342 {
2343         gl_backend_init();
2344         R_Textures_Init();
2345         GL_Main_Init();
2346         GL_Draw_Init();
2347         R_Shadow_Init();
2348         R_Sky_Init();
2349         GL_Surf_Init();
2350         Sbar_Init();
2351         R_Particles_Init();
2352         R_Explosion_Init();
2353         R_LightningBeams_Init();
2354         Mod_RenderInit();
2355 }
2356
2357 /*
2358 ===============
2359 GL_Init
2360 ===============
2361 */
2362 extern char *ENGINE_EXTENSIONS;
2363 void GL_Init (void)
2364 {
2365         VID_CheckExtensions();
2366
2367         // LordHavoc: report supported extensions
2368         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2369
2370         // clear to black (loading plaque will be seen over this)
2371         CHECKGLERROR
2372         qglClearColor(0,0,0,1);CHECKGLERROR
2373         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2374 }
2375
2376 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2377 {
2378         int i;
2379         mplane_t *p;
2380         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2381         {
2382                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2383                 if (i == 4)
2384                         continue;
2385                 p = r_refdef.view.frustum + i;
2386                 switch(p->signbits)
2387                 {
2388                 default:
2389                 case 0:
2390                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2391                                 return true;
2392                         break;
2393                 case 1:
2394                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2395                                 return true;
2396                         break;
2397                 case 2:
2398                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2399                                 return true;
2400                         break;
2401                 case 3:
2402                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2403                                 return true;
2404                         break;
2405                 case 4:
2406                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2407                                 return true;
2408                         break;
2409                 case 5:
2410                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2411                                 return true;
2412                         break;
2413                 case 6:
2414                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2415                                 return true;
2416                         break;
2417                 case 7:
2418                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2419                                 return true;
2420                         break;
2421                 }
2422         }
2423         return false;
2424 }
2425
2426 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2427 {
2428         int i;
2429         const mplane_t *p;
2430         for (i = 0;i < numplanes;i++)
2431         {
2432                 p = planes + i;
2433                 switch(p->signbits)
2434                 {
2435                 default:
2436                 case 0:
2437                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2438                                 return true;
2439                         break;
2440                 case 1:
2441                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2442                                 return true;
2443                         break;
2444                 case 2:
2445                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2446                                 return true;
2447                         break;
2448                 case 3:
2449                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2450                                 return true;
2451                         break;
2452                 case 4:
2453                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2454                                 return true;
2455                         break;
2456                 case 5:
2457                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2458                                 return true;
2459                         break;
2460                 case 6:
2461                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2462                                 return true;
2463                         break;
2464                 case 7:
2465                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2466                                 return true;
2467                         break;
2468                 }
2469         }
2470         return false;
2471 }
2472
2473 //==================================================================================
2474
2475 static void R_View_UpdateEntityVisible (void)
2476 {
2477         int i, renderimask;
2478         entity_render_t *ent;
2479
2480         if (!r_drawentities.integer)
2481                 return;
2482
2483         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2484         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2485         {
2486                 // worldmodel can check visibility
2487                 for (i = 0;i < r_refdef.scene.numentities;i++)
2488                 {
2489                         ent = r_refdef.scene.entities[i];
2490                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2491
2492                 }
2493                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2494                 {
2495                         for (i = 0;i < r_refdef.scene.numentities;i++)
2496                         {
2497                                 ent = r_refdef.scene.entities[i];
2498                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2499                                 {
2500                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2501                                                 ent->last_trace_visibility = realtime;
2502                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2503                                                 r_refdef.viewcache.entityvisible[i] = 0;
2504                                 }
2505                         }
2506                 }
2507         }
2508         else
2509         {
2510                 // no worldmodel or it can't check visibility
2511                 for (i = 0;i < r_refdef.scene.numentities;i++)
2512                 {
2513                         ent = r_refdef.scene.entities[i];
2514                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2515                 }
2516         }
2517 }
2518
2519 // only used if skyrendermasked, and normally returns false
2520 int R_DrawBrushModelsSky (void)
2521 {
2522         int i, sky;
2523         entity_render_t *ent;
2524
2525         if (!r_drawentities.integer)
2526                 return false;
2527
2528         sky = false;
2529         for (i = 0;i < r_refdef.scene.numentities;i++)
2530         {
2531                 if (!r_refdef.viewcache.entityvisible[i])
2532                         continue;
2533                 ent = r_refdef.scene.entities[i];
2534                 if (!ent->model || !ent->model->DrawSky)
2535                         continue;
2536                 ent->model->DrawSky(ent);
2537                 sky = true;
2538         }
2539         return sky;
2540 }
2541
2542 static void R_DrawNoModel(entity_render_t *ent);
2543 static void R_DrawModels(void)
2544 {
2545         int i;
2546         entity_render_t *ent;
2547
2548         if (!r_drawentities.integer)
2549                 return;
2550
2551         for (i = 0;i < r_refdef.scene.numentities;i++)
2552         {
2553                 if (!r_refdef.viewcache.entityvisible[i])
2554                         continue;
2555                 ent = r_refdef.scene.entities[i];
2556                 r_refdef.stats.entities++;
2557                 if (ent->model && ent->model->Draw != NULL)
2558                         ent->model->Draw(ent);
2559                 else
2560                         R_DrawNoModel(ent);
2561         }
2562 }
2563
2564 static void R_DrawModelsDepth(void)
2565 {
2566         int i;
2567         entity_render_t *ent;
2568
2569         if (!r_drawentities.integer)
2570                 return;
2571
2572         for (i = 0;i < r_refdef.scene.numentities;i++)
2573         {
2574                 if (!r_refdef.viewcache.entityvisible[i])
2575                         continue;
2576                 ent = r_refdef.scene.entities[i];
2577                 if (ent->model && ent->model->DrawDepth != NULL)
2578                         ent->model->DrawDepth(ent);
2579         }
2580 }
2581
2582 static void R_DrawModelsDebug(void)
2583 {
2584         int i;
2585         entity_render_t *ent;
2586
2587         if (!r_drawentities.integer)
2588                 return;
2589
2590         for (i = 0;i < r_refdef.scene.numentities;i++)
2591         {
2592                 if (!r_refdef.viewcache.entityvisible[i])
2593                         continue;
2594                 ent = r_refdef.scene.entities[i];
2595                 if (ent->model && ent->model->DrawDebug != NULL)
2596                         ent->model->DrawDebug(ent);
2597         }
2598 }
2599
2600 static void R_DrawModelsAddWaterPlanes(void)
2601 {
2602         int i;
2603         entity_render_t *ent;
2604
2605         if (!r_drawentities.integer)
2606                 return;
2607
2608         for (i = 0;i < r_refdef.scene.numentities;i++)
2609         {
2610                 if (!r_refdef.viewcache.entityvisible[i])
2611                         continue;
2612                 ent = r_refdef.scene.entities[i];
2613                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2614                         ent->model->DrawAddWaterPlanes(ent);
2615         }
2616 }
2617
2618 static void R_View_SetFrustum(void)
2619 {
2620         int i;
2621         double slopex, slopey;
2622         vec3_t forward, left, up, origin;
2623
2624         // we can't trust r_refdef.view.forward and friends in reflected scenes
2625         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2626
2627 #if 0
2628         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2629         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2630         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2631         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2632         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2633         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2634         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2635         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2636         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2637         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2638         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2639         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2640 #endif
2641
2642 #if 0
2643         zNear = r_refdef.nearclip;
2644         nudge = 1.0 - 1.0 / (1<<23);
2645         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2646         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2647         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2648         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2649         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2650         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2651         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2652         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2653 #endif
2654
2655
2656
2657 #if 0
2658         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2659         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2660         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2661         r_refdef.view.frustum[0].dist = m[15] - m[12];
2662
2663         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2664         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2665         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2666         r_refdef.view.frustum[1].dist = m[15] + m[12];
2667
2668         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2669         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2670         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2671         r_refdef.view.frustum[2].dist = m[15] - m[13];
2672
2673         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2674         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2675         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2676         r_refdef.view.frustum[3].dist = m[15] + m[13];
2677
2678         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2679         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2680         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2681         r_refdef.view.frustum[4].dist = m[15] - m[14];
2682
2683         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2684         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2685         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2686         r_refdef.view.frustum[5].dist = m[15] + m[14];
2687 #endif
2688
2689         if (r_refdef.view.useperspective)
2690         {
2691                 slopex = 1.0 / r_refdef.view.frustum_x;
2692                 slopey = 1.0 / r_refdef.view.frustum_y;
2693                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2694                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2695                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2696                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2697                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2698
2699                 // Leaving those out was a mistake, those were in the old code, and they
2700                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2701                 // I couldn't reproduce it after adding those normalizations. --blub
2702                 VectorNormalize(r_refdef.view.frustum[0].normal);
2703                 VectorNormalize(r_refdef.view.frustum[1].normal);
2704                 VectorNormalize(r_refdef.view.frustum[2].normal);
2705                 VectorNormalize(r_refdef.view.frustum[3].normal);
2706
2707                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2708                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2709                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2710                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2711                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2712
2713                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2714                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2715                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2716                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2717                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2718         }
2719         else
2720         {
2721                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2722                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2723                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2724                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2725                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2726                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2727                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2728                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2729                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2730                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2731         }
2732         r_refdef.view.numfrustumplanes = 5;
2733
2734         if (r_refdef.view.useclipplane)
2735         {
2736                 r_refdef.view.numfrustumplanes = 6;
2737                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2738         }
2739
2740         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2741                 PlaneClassify(r_refdef.view.frustum + i);
2742
2743         // LordHavoc: note to all quake engine coders, Quake had a special case
2744         // for 90 degrees which assumed a square view (wrong), so I removed it,
2745         // Quake2 has it disabled as well.
2746
2747         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2748         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2749         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2750         //PlaneClassify(&frustum[0]);
2751
2752         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2753         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2754         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2755         //PlaneClassify(&frustum[1]);
2756
2757         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2758         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2759         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2760         //PlaneClassify(&frustum[2]);
2761
2762         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2763         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2764         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2765         //PlaneClassify(&frustum[3]);
2766
2767         // nearclip plane
2768         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2769         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2770         //PlaneClassify(&frustum[4]);
2771 }
2772
2773 void R_View_Update(void)
2774 {
2775         R_View_SetFrustum();
2776         R_View_WorldVisibility(r_refdef.view.useclipplane);
2777         R_View_UpdateEntityVisible();
2778 }
2779
2780 void R_SetupView(qboolean allowwaterclippingplane)
2781 {
2782         if (!r_refdef.view.useperspective)
2783                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2784         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2785                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2786         else
2787                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2788
2789         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2790
2791         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2792         {
2793                 // LordHavoc: couldn't figure out how to make this approach the
2794                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2795                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2796                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2797                         dist = r_refdef.view.clipplane.dist;
2798                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2799         }
2800 }
2801
2802 void R_ResetViewRendering2D(void)
2803 {
2804         DrawQ_Finish();
2805
2806         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2807         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2808         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2809         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2810         GL_Color(1, 1, 1, 1);
2811         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2812         GL_BlendFunc(GL_ONE, GL_ZERO);
2813         GL_AlphaTest(false);
2814         GL_ScissorTest(false);
2815         GL_DepthMask(false);
2816         GL_DepthRange(0, 1);
2817         GL_DepthTest(false);
2818         R_Mesh_Matrix(&identitymatrix);
2819         R_Mesh_ResetTextureState();
2820         GL_PolygonOffset(0, 0);
2821         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2822         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2823         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2824         qglStencilMask(~0);CHECKGLERROR
2825         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2826         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2827         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2828         R_SetupGenericShader(true);
2829 }
2830
2831 void R_ResetViewRendering3D(void)
2832 {
2833         DrawQ_Finish();
2834
2835         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2836         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2837         R_SetupView(true);
2838         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2839         GL_Color(1, 1, 1, 1);
2840         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2841         GL_BlendFunc(GL_ONE, GL_ZERO);
2842         GL_AlphaTest(false);
2843         GL_ScissorTest(true);
2844         GL_DepthMask(true);
2845         GL_DepthRange(0, 1);
2846         GL_DepthTest(true);
2847         R_Mesh_Matrix(&identitymatrix);
2848         R_Mesh_ResetTextureState();
2849         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2850         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2851         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2852         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2853         qglStencilMask(~0);CHECKGLERROR
2854         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2855         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2856         GL_CullFace(r_refdef.view.cullface_back);
2857         R_SetupGenericShader(true);
2858 }
2859
2860 void R_RenderScene(qboolean addwaterplanes);
2861
2862 static void R_Water_StartFrame(void)
2863 {
2864         int i;
2865         int waterwidth, waterheight, texturewidth, textureheight;
2866         r_waterstate_waterplane_t *p;
2867
2868         // set waterwidth and waterheight to the water resolution that will be
2869         // used (often less than the screen resolution for faster rendering)
2870         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2871         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2872
2873         // calculate desired texture sizes
2874         // can't use water if the card does not support the texture size
2875         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2876                 texturewidth = textureheight = waterwidth = waterheight = 0;
2877         else if (gl_support_arb_texture_non_power_of_two)
2878         {
2879                 texturewidth = waterwidth;
2880                 textureheight = waterheight;
2881         }
2882         else
2883         {
2884                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2885                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2886         }
2887
2888         // allocate textures as needed
2889         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2890         {
2891                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2892                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2893                 {
2894                         if (p->texture_refraction)
2895                                 R_FreeTexture(p->texture_refraction);
2896                         p->texture_refraction = NULL;
2897                         if (p->texture_reflection)
2898                                 R_FreeTexture(p->texture_reflection);
2899                         p->texture_reflection = NULL;
2900                 }
2901                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2902                 r_waterstate.waterwidth = waterwidth;
2903                 r_waterstate.waterheight = waterheight;
2904                 r_waterstate.texturewidth = texturewidth;
2905                 r_waterstate.textureheight = textureheight;
2906         }
2907
2908         if (r_waterstate.waterwidth)
2909         {
2910                 r_waterstate.enabled = true;
2911
2912                 // set up variables that will be used in shader setup
2913                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2914                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2915                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2917         }
2918
2919         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2920         r_waterstate.numwaterplanes = 0;
2921 }
2922
2923 static void R_Water_AddWaterPlane(msurface_t *surface)
2924 {
2925         int triangleindex, planeindex;
2926         const int *e;
2927         vec3_t vert[3];
2928         vec3_t normal;
2929         vec3_t center;
2930         r_waterstate_waterplane_t *p;
2931         // just use the first triangle with a valid normal for any decisions
2932         VectorClear(normal);
2933         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2934         {
2935                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2936                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2937                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2938                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2939                 if (VectorLength2(normal) >= 0.001)
2940                         break;
2941         }
2942
2943         // find a matching plane if there is one
2944         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2945                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2946                         break;
2947         if (planeindex >= r_waterstate.maxwaterplanes)
2948                 return; // nothing we can do, out of planes
2949
2950         // if this triangle does not fit any known plane rendered this frame, add one
2951         if (planeindex >= r_waterstate.numwaterplanes)
2952         {
2953                 // store the new plane
2954                 r_waterstate.numwaterplanes++;
2955                 VectorCopy(normal, p->plane.normal);
2956                 VectorNormalize(p->plane.normal);
2957                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2958                 PlaneClassify(&p->plane);
2959                 // flip the plane if it does not face the viewer
2960                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2961                 {
2962                         VectorNegate(p->plane.normal, p->plane.normal);
2963                         p->plane.dist *= -1;
2964                         PlaneClassify(&p->plane);
2965                 }
2966                 // clear materialflags and pvs
2967                 p->materialflags = 0;
2968                 p->pvsvalid = false;
2969         }
2970         // merge this surface's materialflags into the waterplane
2971         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2972         // merge this surface's PVS into the waterplane
2973         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2974         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2975          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2976         {
2977                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2978                 p->pvsvalid = true;
2979         }
2980 }
2981
2982 static void R_Water_ProcessPlanes(void)
2983 {
2984         r_refdef_view_t originalview;
2985         int planeindex;
2986         r_waterstate_waterplane_t *p;
2987
2988         originalview = r_refdef.view;
2989
2990         // make sure enough textures are allocated
2991         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2992         {
2993                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2994                 {
2995                         if (!p->texture_refraction)
2996                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2997                         if (!p->texture_refraction)
2998                                 goto error;
2999                 }
3000
3001                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3002                 {
3003                         if (!p->texture_reflection)
3004                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3005                         if (!p->texture_reflection)
3006                                 goto error;
3007                 }
3008         }
3009
3010         // render views
3011         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3012         {
3013                 r_refdef.view.showdebug = false;
3014                 r_refdef.view.width = r_waterstate.waterwidth;
3015                 r_refdef.view.height = r_waterstate.waterheight;
3016                 r_refdef.view.useclipplane = true;
3017                 r_waterstate.renderingscene = true;
3018
3019                 // render the normal view scene and copy into texture
3020                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3021                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3022                 {
3023                         r_refdef.view.clipplane = p->plane;
3024                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3025                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3026                         PlaneClassify(&r_refdef.view.clipplane);
3027
3028                         R_RenderScene(false);
3029
3030                         // copy view into the screen texture
3031                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3032                         GL_ActiveTexture(0);
3033                         CHECKGLERROR
3034                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3035                 }
3036
3037                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3038                 {
3039                         // render reflected scene and copy into texture
3040                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3041                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3042                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3043                         r_refdef.view.clipplane = p->plane;
3044                         // reverse the cullface settings for this render
3045                         r_refdef.view.cullface_front = GL_FRONT;
3046                         r_refdef.view.cullface_back = GL_BACK;
3047                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3048                         {
3049                                 r_refdef.view.usecustompvs = true;
3050                                 if (p->pvsvalid)
3051                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3052                                 else
3053                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3054                         }
3055
3056                         R_ResetViewRendering3D();
3057                         R_ClearScreen(r_refdef.fogenabled);
3058                         if (r_timereport_active)
3059                                 R_TimeReport("viewclear");
3060
3061                         R_RenderScene(false);
3062
3063                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3064                         GL_ActiveTexture(0);
3065                         CHECKGLERROR
3066                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3067
3068                         R_ResetViewRendering3D();
3069                         R_ClearScreen(r_refdef.fogenabled);
3070                         if (r_timereport_active)
3071                                 R_TimeReport("viewclear");
3072                 }
3073
3074                 r_refdef.view = originalview;
3075                 r_refdef.view.clear = true;
3076                 r_waterstate.renderingscene = false;
3077         }
3078         return;
3079 error:
3080         r_refdef.view = originalview;
3081         r_waterstate.renderingscene = false;
3082         Cvar_SetValueQuick(&r_water, 0);
3083         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3084         return;
3085 }
3086
3087 void R_Bloom_StartFrame(void)
3088 {
3089         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3090
3091         // set bloomwidth and bloomheight to the bloom resolution that will be
3092         // used (often less than the screen resolution for faster rendering)
3093         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3094         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3095         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3096         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3097         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3098
3099         // calculate desired texture sizes
3100         if (gl_support_arb_texture_non_power_of_two)
3101         {
3102                 screentexturewidth = r_refdef.view.width;
3103                 screentextureheight = r_refdef.view.height;
3104                 bloomtexturewidth = r_bloomstate.bloomwidth;
3105                 bloomtextureheight = r_bloomstate.bloomheight;
3106         }
3107         else
3108         {
3109                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3110                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3111                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3112                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3113         }
3114
3115         if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3116         {
3117                 Cvar_SetValueQuick(&r_hdr, 0);
3118                 Cvar_SetValueQuick(&r_bloom, 0);
3119         }
3120
3121         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3122                 screentexturewidth = screentextureheight = 0;
3123         if (!r_hdr.integer && !r_bloom.integer)
3124                 bloomtexturewidth = bloomtextureheight = 0;
3125
3126         // allocate textures as needed
3127         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3128         {
3129                 if (r_bloomstate.texture_screen)
3130                         R_FreeTexture(r_bloomstate.texture_screen);
3131                 r_bloomstate.texture_screen = NULL;
3132                 r_bloomstate.screentexturewidth = screentexturewidth;
3133                 r_bloomstate.screentextureheight = screentextureheight;
3134                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3135                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3136         }
3137         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3138         {
3139                 if (r_bloomstate.texture_bloom)
3140                         R_FreeTexture(r_bloomstate.texture_bloom);
3141                 r_bloomstate.texture_bloom = NULL;
3142                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3143                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3144                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3145                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3146         }
3147
3148         // set up a texcoord array for the full resolution screen image
3149         // (we have to keep this around to copy back during final render)
3150         r_bloomstate.screentexcoord2f[0] = 0;
3151         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3152         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3153         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3154         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3155         r_bloomstate.screentexcoord2f[5] = 0;
3156         r_bloomstate.screentexcoord2f[6] = 0;
3157         r_bloomstate.screentexcoord2f[7] = 0;
3158
3159         // set up a texcoord array for the reduced resolution bloom image
3160         // (which will be additive blended over the screen image)
3161         r_bloomstate.bloomtexcoord2f[0] = 0;
3162         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3163         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3164         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3165         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3166         r_bloomstate.bloomtexcoord2f[5] = 0;
3167         r_bloomstate.bloomtexcoord2f[6] = 0;
3168         r_bloomstate.bloomtexcoord2f[7] = 0;
3169
3170         if (r_hdr.integer || r_bloom.integer)
3171         {
3172                 r_bloomstate.enabled = true;
3173                 r_bloomstate.hdr = r_hdr.integer != 0;
3174         }
3175 }
3176
3177 void R_Bloom_CopyBloomTexture(float colorscale)
3178 {
3179         r_refdef.stats.bloom++;
3180
3181         // scale down screen texture to the bloom texture size
3182         CHECKGLERROR
3183         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3184         GL_BlendFunc(GL_ONE, GL_ZERO);
3185         GL_Color(colorscale, colorscale, colorscale, 1);
3186         // TODO: optimize with multitexture or GLSL
3187         R_SetupGenericShader(true);
3188         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3189         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3190         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3191         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3192
3193         // we now have a bloom image in the framebuffer
3194         // copy it into the bloom image texture for later processing
3195         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3196         GL_ActiveTexture(0);
3197         CHECKGLERROR
3198         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3199         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3200 }
3201
3202 void R_Bloom_CopyHDRTexture(void)
3203 {
3204         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3205         GL_ActiveTexture(0);
3206         CHECKGLERROR
3207         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3208         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3209 }
3210
3211 void R_Bloom_MakeTexture(void)
3212 {
3213         int x, range, dir;
3214         float xoffset, yoffset, r, brighten;
3215
3216         r_refdef.stats.bloom++;
3217
3218         R_ResetViewRendering2D();
3219         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3220         R_Mesh_ColorPointer(NULL, 0, 0);
3221         R_SetupGenericShader(true);
3222
3223         // we have a bloom image in the framebuffer
3224         CHECKGLERROR
3225         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3226
3227         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3228         {
3229                 x *= 2;
3230                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3231                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3232                 GL_Color(r, r, r, 1);
3233                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3234                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3235                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3236                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3237
3238                 // copy the vertically blurred bloom view to a texture
3239                 GL_ActiveTexture(0);
3240                 CHECKGLERROR
3241                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3242                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3243         }
3244
3245         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3246         brighten = r_bloom_brighten.value;
3247         if (r_hdr.integer)
3248                 brighten *= r_hdr_range.value;
3249         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3251
3252         for (dir = 0;dir < 2;dir++)
3253         {
3254                 // blend on at multiple vertical offsets to achieve a vertical blur
3255                 // TODO: do offset blends using GLSL
3256                 GL_BlendFunc(GL_ONE, GL_ZERO);
3257                 for (x = -range;x <= range;x++)
3258                 {
3259                         if (!dir){xoffset = 0;yoffset = x;}
3260                         else {xoffset = x;yoffset = 0;}
3261                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3262                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3263                         // compute a texcoord array with the specified x and y offset
3264                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3265                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3266                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3267                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3268                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3269                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3270                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3271                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3272                         // this r value looks like a 'dot' particle, fading sharply to
3273                         // black at the edges
3274                         // (probably not realistic but looks good enough)
3275                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3276                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3277                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3278                         GL_Color(r, r, r, 1);
3279                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3281                         GL_BlendFunc(GL_ONE, GL_ONE);
3282                 }
3283
3284                 // copy the vertically blurred bloom view to a texture
3285                 GL_ActiveTexture(0);
3286                 CHECKGLERROR
3287                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3288                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289         }
3290
3291         // apply subtract last
3292         // (just like it would be in a GLSL shader)
3293         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3294         {
3295                 GL_BlendFunc(GL_ONE, GL_ZERO);
3296                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3297                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298                 GL_Color(1, 1, 1, 1);
3299                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3300                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301
3302                 GL_BlendFunc(GL_ONE, GL_ONE);
3303                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3304                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3305                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3307                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3308                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3309                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3310
3311                 // copy the darkened bloom view to a texture
3312                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3313                 GL_ActiveTexture(0);
3314                 CHECKGLERROR
3315                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3316                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317         }
3318 }
3319
3320 void R_HDR_RenderBloomTexture(void)
3321 {
3322         int oldwidth, oldheight;
3323         float oldcolorscale;
3324
3325         oldcolorscale = r_refdef.view.colorscale;
3326         oldwidth = r_refdef.view.width;
3327         oldheight = r_refdef.view.height;
3328         r_refdef.view.width = r_bloomstate.bloomwidth;
3329         r_refdef.view.height = r_bloomstate.bloomheight;
3330
3331         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3332         // TODO: add exposure compensation features
3333         // TODO: add fp16 framebuffer support
3334
3335         r_refdef.view.showdebug = false;
3336         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3337
3338         R_ClearScreen(r_refdef.fogenabled);
3339         if (r_timereport_active)
3340                 R_TimeReport("HDRclear");
3341
3342         r_waterstate.numwaterplanes = 0;
3343         R_RenderScene(r_waterstate.enabled);
3344         r_refdef.view.showdebug = true;
3345
3346         R_ResetViewRendering2D();
3347
3348         R_Bloom_CopyHDRTexture();
3349         R_Bloom_MakeTexture();
3350
3351         // restore the view settings
3352         r_refdef.view.width = oldwidth;
3353         r_refdef.view.height = oldheight;
3354         r_refdef.view.colorscale = oldcolorscale;
3355
3356         R_ResetViewRendering3D();
3357
3358         R_ClearScreen(r_refdef.fogenabled);
3359         if (r_timereport_active)
3360                 R_TimeReport("viewclear");
3361 }
3362
3363 static void R_BlendView(void)
3364 {
3365         if (r_bloomstate.texture_screen)
3366         {
3367                 // copy view into the screen texture
3368                 R_ResetViewRendering2D();
3369                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3370                 R_Mesh_ColorPointer(NULL, 0, 0);
3371                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3372                 GL_ActiveTexture(0);CHECKGLERROR
3373                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3374                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3375         }
3376
3377         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3378         {
3379                 unsigned int permutation =
3380                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3381                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3382                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3383                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3384
3385                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3386                 {
3387                         // render simple bloom effect
3388                         // copy the screen and shrink it and darken it for the bloom process
3389                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3390                         // make the bloom texture
3391                         R_Bloom_MakeTexture();
3392                 }
3393
3394                 R_ResetViewRendering2D();
3395                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3396                 R_Mesh_ColorPointer(NULL, 0, 0);
3397                 GL_Color(1, 1, 1, 1);
3398                 GL_BlendFunc(GL_ONE, GL_ZERO);
3399                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3400                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3401                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3402                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3403                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3404                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3405                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3406                 if (r_glsl_permutation->loc_TintColor >= 0)
3407                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3408                 if (r_glsl_permutation->loc_ClientTime >= 0)
3409                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3410                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3411                 {
3412                         float a=0, b=0, c=0, d=0;
3413                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3414                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3415                 }
3416                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3417                 {
3418                         float a=0, b=0, c=0, d=0;
3419                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3420                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3421                 }
3422                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3423                 {
3424                         float a=0, b=0, c=0, d=0;
3425                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3426                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3427                 }
3428                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3429                 {
3430                         float a=0, b=0, c=0, d=0;
3431                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3432                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3433                 }
3434                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3435                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3436                 return;
3437         }
3438
3439
3440
3441         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3442         {
3443                 // render high dynamic range bloom effect
3444                 // the bloom texture was made earlier this render, so we just need to
3445                 // blend it onto the screen...
3446                 R_ResetViewRendering2D();
3447                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3448                 R_Mesh_ColorPointer(NULL, 0, 0);
3449                 R_SetupGenericShader(true);
3450                 GL_Color(1, 1, 1, 1);
3451                 GL_BlendFunc(GL_ONE, GL_ONE);
3452                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3453                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3454                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3455                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3456         }
3457         else if (r_bloomstate.texture_bloom)
3458         {
3459                 // render simple bloom effect
3460                 // copy the screen and shrink it and darken it for the bloom process
3461                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3462                 // make the bloom texture
3463                 R_Bloom_MakeTexture();
3464                 // put the original screen image back in place and blend the bloom
3465                 // texture on it
3466                 R_ResetViewRendering2D();
3467                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3468                 R_Mesh_ColorPointer(NULL, 0, 0);
3469                 GL_Color(1, 1, 1, 1);
3470                 GL_BlendFunc(GL_ONE, GL_ZERO);
3471                 // do both in one pass if possible
3472                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3473                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3474                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3475                 {
3476                         R_SetupGenericTwoTextureShader(GL_ADD);
3477                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3478                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3479                 }
3480                 else
3481                 {
3482                         R_SetupGenericShader(true);
3483                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3484                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3485                         // now blend on the bloom texture
3486                         GL_BlendFunc(GL_ONE, GL_ONE);
3487                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3488                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3489                 }
3490                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3491                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3492         }
3493         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3494         {
3495                 // apply a color tint to the whole view
3496                 R_ResetViewRendering2D();
3497                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3498                 R_Mesh_ColorPointer(NULL, 0, 0);
3499                 R_SetupGenericShader(false);
3500                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3501                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3502                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3503         }
3504 }
3505
3506 void R_RenderScene(qboolean addwaterplanes);
3507
3508 matrix4x4_t r_waterscrollmatrix;
3509
3510 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3511 {
3512         if (r_refdef.fog_density)
3513         {
3514                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3515                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3516                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3517
3518                 {
3519                         vec3_t fogvec;
3520                         VectorCopy(r_refdef.fogcolor, fogvec);
3521                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3522                         {
3523                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3524                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3525                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3526                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3527                         }
3528                         //   color.rgb *= ContrastBoost * SceneBrightness;
3529                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3530                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3531                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3532                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3533                 }
3534         }
3535 }
3536
3537 void R_UpdateVariables(void)
3538 {
3539         R_Textures_Frame();
3540
3541         r_refdef.farclip = 4096;
3542         if (r_refdef.scene.worldmodel)
3543                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3544         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3545
3546         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3547                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3548         r_refdef.polygonfactor = 0;
3549         r_refdef.polygonoffset = 0;
3550         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3551         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3552
3553         r_refdef.rtworld = r_shadow_realtime_world.integer;
3554         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3555         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3556         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3557         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3558         if (r_showsurfaces.integer)
3559         {
3560                 r_refdef.rtworld = false;
3561                 r_refdef.rtworldshadows = false;
3562                 r_refdef.rtdlight = false;
3563                 r_refdef.rtdlightshadows = false;
3564                 r_refdef.lightmapintensity = 0;
3565         }
3566
3567         if (gamemode == GAME_NEHAHRA)
3568         {
3569                 if (gl_fogenable.integer)
3570                 {
3571                         r_refdef.oldgl_fogenable = true;
3572                         r_refdef.fog_density = gl_fogdensity.value;
3573                         r_refdef.fog_red = gl_fogred.value;
3574                         r_refdef.fog_green = gl_foggreen.value;
3575                         r_refdef.fog_blue = gl_fogblue.value;
3576                         r_refdef.fog_alpha = 1;
3577                         r_refdef.fog_start = 0;
3578                         r_refdef.fog_end = gl_skyclip.value;
3579                 }
3580                 else if (r_refdef.oldgl_fogenable)
3581                 {
3582                         r_refdef.oldgl_fogenable = false;
3583                         r_refdef.fog_density = 0;
3584                         r_refdef.fog_red = 0;
3585                         r_refdef.fog_green = 0;
3586                         r_refdef.fog_blue = 0;
3587                         r_refdef.fog_alpha = 0;
3588                         r_refdef.fog_start = 0;
3589                         r_refdef.fog_end = 0;
3590                 }
3591         }
3592
3593         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3594         r_refdef.fog_start = max(0, r_refdef.fog_start);
3595         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3596
3597         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3598
3599         if (r_refdef.fog_density)
3600         {
3601                 r_refdef.fogenabled = true;
3602                 // this is the point where the fog reaches 0.9986 alpha, which we
3603                 // consider a good enough cutoff point for the texture
3604                 // (0.9986 * 256 == 255.6)
3605                 if (r_fog_exp2.integer)
3606                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3607                 else
3608                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3609                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3610                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3611                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3612                 // fog color was already set
3613                 // update the fog texture
3614                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3615                         R_BuildFogTexture();
3616         }
3617         else
3618                 r_refdef.fogenabled = false;
3619
3620         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3621         {
3622                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3623                 {
3624                         // build GLSL gamma texture
3625 #define RAMPWIDTH 256
3626                         unsigned short ramp[RAMPWIDTH * 3];
3627                         unsigned char ramprgb[RAMPWIDTH][4];
3628                         int i;
3629
3630                         r_texture_gammaramps_serial = vid_gammatables_serial;
3631
3632                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3633                         for(i = 0; i < RAMPWIDTH; ++i)
3634                         {
3635                                 ramprgb[i][0] = ramp[i] >> 8;
3636                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3637                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3638                                 ramprgb[i][3] = 0;
3639                         }
3640                         if (r_texture_gammaramps)
3641                         {
3642                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3643                         }
3644                         else
3645                         {
3646                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3647                         }
3648                 }
3649         }
3650         else
3651         {
3652                 // remove GLSL gamma texture
3653         }
3654 }
3655
3656 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3657 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3658 /*
3659 ================
3660 R_SelectScene
3661 ================
3662 */
3663 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3664         if( scenetype != r_currentscenetype ) {
3665                 // store the old scenetype
3666                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3667                 r_currentscenetype = scenetype;
3668                 // move in the new scene
3669                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3670         }
3671 }
3672
3673 /*
3674 ================
3675 R_GetScenePointer
3676 ================
3677 */
3678 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3679 {
3680         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3681         if( scenetype == r_currentscenetype ) {
3682                 return &r_refdef.scene;
3683         } else {
3684                 return &r_scenes_store[ scenetype ];
3685         }
3686 }
3687
3688 /*
3689 ================
3690 R_RenderView
3691 ================
3692 */
3693 void R_RenderView(void)
3694 {
3695         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3696                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3697
3698         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3699
3700         // break apart the view matrix into vectors for various purposes
3701         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3702         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3703         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3704         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3705         // make an inverted copy of the view matrix for tracking sprites
3706         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3707
3708         R_Shadow_UpdateWorldLightSelection();
3709
3710         R_Bloom_StartFrame();
3711         R_Water_StartFrame();
3712
3713         CHECKGLERROR
3714         if (r_timereport_active)
3715                 R_TimeReport("viewsetup");
3716
3717         R_ResetViewRendering3D();
3718
3719         if (r_refdef.view.clear || r_refdef.fogenabled)
3720         {
3721                 R_ClearScreen(r_refdef.fogenabled);
3722                 if (r_timereport_active)
3723                         R_TimeReport("viewclear");
3724         }
3725         r_refdef.view.clear = true;
3726
3727         r_refdef.view.showdebug = true;
3728
3729         // this produces a bloom texture to be used in R_BlendView() later
3730         if (r_hdr.integer)
3731                 R_HDR_RenderBloomTexture();
3732
3733         r_waterstate.numwaterplanes = 0;
3734         R_RenderScene(r_waterstate.enabled);
3735
3736         R_BlendView();
3737         if (r_timereport_active)
3738                 R_TimeReport("blendview");
3739
3740         GL_Scissor(0, 0, vid.width, vid.height);
3741         GL_ScissorTest(false);
3742         CHECKGLERROR
3743 }
3744
3745 extern void R_DrawLightningBeams (void);
3746 extern void VM_CL_AddPolygonsToMeshQueue (void);
3747 extern void R_DrawPortals (void);
3748 extern cvar_t cl_locs_show;
3749 static void R_DrawLocs(void);
3750 static void R_DrawEntityBBoxes(void);
3751 void R_RenderScene(qboolean addwaterplanes)
3752 {
3753         r_refdef.stats.renders++;
3754
3755         R_UpdateFogColor();
3756
3757         if (addwaterplanes)
3758         {
3759                 R_ResetViewRendering3D();
3760
3761                 R_View_Update();
3762                 if (r_timereport_active)
3763                         R_TimeReport("watervis");
3764
3765                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3766                 {
3767                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3768                         if (r_timereport_active)
3769                                 R_TimeReport("waterworld");
3770                 }
3771
3772                 // don't let sound skip if going slow
3773                 if (r_refdef.scene.extraupdate)
3774                         S_ExtraUpdate ();
3775
3776                 R_DrawModelsAddWaterPlanes();
3777                 if (r_timereport_active)
3778                         R_TimeReport("watermodels");
3779
3780                 R_Water_ProcessPlanes();
3781                 if (r_timereport_active)
3782                         R_TimeReport("waterscenes");
3783         }
3784
3785         R_ResetViewRendering3D();
3786
3787         // don't let sound skip if going slow
3788         if (r_refdef.scene.extraupdate)
3789                 S_ExtraUpdate ();
3790
3791         R_MeshQueue_BeginScene();
3792
3793         R_SkyStartFrame();
3794
3795         R_View_Update();
3796         if (r_timereport_active)
3797                 R_TimeReport("visibility");
3798
3799         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3800
3801         if (cl.csqc_vidvars.drawworld)
3802         {
3803                 // don't let sound skip if going slow
3804                 if (r_refdef.scene.extraupdate)
3805                         S_ExtraUpdate ();
3806
3807                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3808                 {
3809                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3810                         if (r_timereport_active)
3811                                 R_TimeReport("worldsky");
3812                 }
3813
3814                 if (R_DrawBrushModelsSky() && r_timereport_active)
3815                         R_TimeReport("bmodelsky");
3816         }
3817
3818         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3819         {
3820                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3821                 if (r_timereport_active)
3822                         R_TimeReport("worlddepth");
3823         }
3824         if (r_depthfirst.integer >= 2)
3825         {
3826                 R_DrawModelsDepth();
3827                 if (r_timereport_active)
3828                         R_TimeReport("modeldepth");
3829         }
3830
3831         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3832         {
3833                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3834                 if (r_timereport_active)
3835                         R_TimeReport("world");
3836         }
3837
3838         // don't let sound skip if going slow
3839         if (r_refdef.scene.extraupdate)
3840                 S_ExtraUpdate ();
3841
3842         R_DrawModels();
3843         if (r_timereport_active)
3844                 R_TimeReport("models");
3845
3846         // don't let sound skip if going slow
3847         if (r_refdef.scene.extraupdate)
3848                 S_ExtraUpdate ();
3849
3850         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3851         {
3852                 R_DrawModelShadows();
3853
3854                 R_ResetViewRendering3D();
3855
3856                 // don't let sound skip if going slow
3857                 if (r_refdef.scene.extraupdate)
3858                         S_ExtraUpdate ();
3859         }
3860
3861         R_ShadowVolumeLighting(false);
3862         if (r_timereport_active)
3863                 R_TimeReport("rtlights");
3864
3865         // don't let sound skip if going slow
3866         if (r_refdef.scene.extraupdate)
3867                 S_ExtraUpdate ();
3868
3869         if (cl.csqc_vidvars.drawworld)
3870         {
3871                 R_DrawLightningBeams();
3872                 if (r_timereport_active)
3873                         R_TimeReport("lightning");
3874
3875                 R_DrawDecals();
3876                 if (r_timereport_active)
3877                         R_TimeReport("decals");
3878
3879                 R_DrawParticles();
3880                 if (r_timereport_active)
3881                         R_TimeReport("particles");
3882
3883                 R_DrawExplosions();
3884                 if (r_timereport_active)
3885                         R_TimeReport("explosions");
3886         }
3887
3888         R_SetupGenericShader(true);
3889         VM_CL_AddPolygonsToMeshQueue();
3890
3891         if (r_refdef.view.showdebug)
3892         {
3893                 if (cl_locs_show.integer)
3894                 {
3895                         R_DrawLocs();
3896                         if (r_timereport_active)
3897                                 R_TimeReport("showlocs");
3898                 }
3899
3900                 if (r_drawportals.integer)
3901                 {
3902                         R_DrawPortals();
3903                         if (r_timereport_active)
3904                                 R_TimeReport("portals");
3905                 }
3906
3907                 if (r_showbboxes.value > 0)
3908                 {
3909                         R_DrawEntityBBoxes();
3910                         if (r_timereport_active)
3911                                 R_TimeReport("bboxes");
3912                 }
3913         }
3914
3915         R_SetupGenericShader(true);
3916         R_MeshQueue_RenderTransparent();
3917         if (r_timereport_active)
3918                 R_TimeReport("drawtrans");
3919
3920         R_SetupGenericShader(true);
3921
3922         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3923         {
3924                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3925                 if (r_timereport_active)
3926                         R_TimeReport("worlddebug");
3927                 R_DrawModelsDebug();
3928                 if (r_timereport_active)
3929                         R_TimeReport("modeldebug");
3930         }
3931
3932         R_SetupGenericShader(true);
3933
3934         if (cl.csqc_vidvars.drawworld)
3935         {
3936                 R_DrawCoronas();
3937                 if (r_timereport_active)
3938                         R_TimeReport("coronas");
3939         }
3940
3941         // don't let sound skip if going slow
3942         if (r_refdef.scene.extraupdate)
3943                 S_ExtraUpdate ();
3944
3945         R_ResetViewRendering2D();
3946 }
3947
3948 static const int bboxelements[36] =
3949 {
3950         5, 1, 3, 5, 3, 7,
3951         6, 2, 0, 6, 0, 4,
3952         7, 3, 2, 7, 2, 6,
3953         4, 0, 1, 4, 1, 5,
3954         4, 5, 7, 4, 7, 6,
3955         1, 0, 2, 1, 2, 3,
3956 };
3957
3958 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3959 {
3960         int i;
3961         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3962         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3963         GL_DepthMask(false);
3964         GL_DepthRange(0, 1);
3965         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3966         R_Mesh_Matrix(&identitymatrix);
3967         R_Mesh_ResetTextureState();
3968
3969         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3970         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3971         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3972         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3973         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3974         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3975         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3976         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3977         R_FillColors(color4f, 8, cr, cg, cb, ca);
3978         if (r_refdef.fogenabled)
3979         {
3980                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3981                 {
3982                         f1 = FogPoint_World(v);
3983                         f2 = 1 - f1;
3984                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3985                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3986                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3987                 }
3988         }
3989         R_Mesh_VertexPointer(vertex3f, 0, 0);
3990         R_Mesh_ColorPointer(color4f, 0, 0);
3991         R_Mesh_ResetTextureState();
3992         R_SetupGenericShader(false);
3993         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3994 }
3995
3996 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3997 {
3998         int i;
3999         float color[4];
4000         prvm_edict_t *edict;
4001         // this function draws bounding boxes of server entities
4002         if (!sv.active)
4003                 return;
4004         R_SetupGenericShader(false);
4005         SV_VM_Begin();
4006         for (i = 0;i < numsurfaces;i++)
4007         {
4008                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4009                 switch ((int)edict->fields.server->solid)
4010                 {
4011                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4012                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4013                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4014                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4015                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4016                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4017                 }
4018                 color[3] *= r_showbboxes.value;
4019                 color[3] = bound(0, color[3], 1);
4020                 GL_DepthTest(!r_showdisabledepthtest.integer);
4021                 GL_CullFace(r_refdef.view.cullface_front);
4022                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4023         }
4024         SV_VM_End();
4025 }
4026
4027 static void R_DrawEntityBBoxes(void)
4028 {
4029         int i;
4030         prvm_edict_t *edict;
4031         vec3_t center;
4032         // this function draws bounding boxes of server entities
4033         if (!sv.active)
4034                 return;
4035         SV_VM_Begin();
4036         for (i = 0;i < prog->num_edicts;i++)
4037         {
4038                 edict = PRVM_EDICT_NUM(i);
4039                 if (edict->priv.server->free)
4040                         continue;
4041                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4042                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4043         }
4044         SV_VM_End();
4045 }
4046
4047 int nomodelelements[24] =
4048 {
4049         5, 2, 0,
4050         5, 1, 2,
4051         5, 0, 3,
4052         5, 3, 1,
4053         0, 2, 4,
4054         2, 1, 4,
4055         3, 0, 4,
4056         1, 3, 4
4057 };
4058
4059 float nomodelvertex3f[6*3] =
4060 {
4061         -16,   0,   0,
4062          16,   0,   0,
4063           0, -16,   0,
4064           0,  16,   0,
4065           0,   0, -16,
4066           0,   0,  16
4067 };
4068
4069 float nomodelcolor4f[6*4] =
4070 {
4071         0.0f, 0.0f, 0.5f, 1.0f,
4072         0.0f, 0.0f, 0.5f, 1.0f,
4073         0.0f, 0.5f, 0.0f, 1.0f,
4074         0.0f, 0.5f, 0.0f, 1.0f,
4075         0.5f, 0.0f, 0.0f, 1.0f,
4076         0.5f, 0.0f, 0.0f, 1.0f
4077 };
4078
4079 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4080 {
4081         int i;
4082         float f1, f2, *c;
4083         float color4f[6*4];
4084         // this is only called once per entity so numsurfaces is always 1, and
4085         // surfacelist is always {0}, so this code does not handle batches
4086         R_Mesh_Matrix(&ent->matrix);
4087
4088         if (ent->flags & EF_ADDITIVE)
4089         {
4090                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4091                 GL_DepthMask(false);
4092         }
4093         else if (ent->alpha < 1)
4094         {
4095                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4096                 GL_DepthMask(false);
4097         }
4098         else
4099         {
4100                 GL_BlendFunc(GL_ONE, GL_ZERO);
4101                 GL_DepthMask(true);
4102         }
4103         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4104         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4105         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4106         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4107         R_SetupGenericShader(false);
4108         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4109         if (r_refdef.fogenabled)
4110         {
4111                 vec3_t org;
4112                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4113                 R_Mesh_ColorPointer(color4f, 0, 0);
4114                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4115                 f1 = FogPoint_World(org);
4116                 f2 = 1 - f1;
4117                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4118                 {
4119                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4120                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4121                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4122                         c[3] *= ent->alpha;
4123                 }
4124         }
4125         else if (ent->alpha != 1)
4126         {
4127                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4128                 R_Mesh_ColorPointer(color4f, 0, 0);
4129                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4130                         c[3] *= ent->alpha;
4131         }
4132         else
4133                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4134         R_Mesh_ResetTextureState();
4135         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4136 }
4137
4138 void R_DrawNoModel(entity_render_t *ent)
4139 {
4140         vec3_t org;
4141         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4142         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4143                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4144         //else
4145         //      R_DrawNoModelCallback(ent, 0);
4146 }
4147
4148 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4149 {
4150         vec3_t right1, right2, diff, normal;
4151
4152         VectorSubtract (org2, org1, normal);
4153
4154         // calculate 'right' vector for start
4155         VectorSubtract (r_refdef.view.origin, org1, diff);
4156         CrossProduct (normal, diff, right1);
4157         VectorNormalize (right1);
4158
4159         // calculate 'right' vector for end
4160         VectorSubtract (r_refdef.view.origin, org2, diff);
4161         CrossProduct (normal, diff, right2);
4162         VectorNormalize (right2);
4163
4164         vert[ 0] = org1[0] + width * right1[0];
4165         vert[ 1] = org1[1] + width * right1[1];
4166         vert[ 2] = org1[2] + width * right1[2];
4167         vert[ 3] = org1[0] - width * right1[0];
4168         vert[ 4] = org1[1] - width * right1[1];
4169         vert[ 5] = org1[2] - width * right1[2];
4170         vert[ 6] = org2[0] - width * right2[0];
4171         vert[ 7] = org2[1] - width * right2[1];
4172         vert[ 8] = org2[2] - width * right2[2];
4173         vert[ 9] = org2[0] + width * right2[0];
4174         vert[10] = org2[1] + width * right2[1];
4175         vert[11] = org2[2] + width * right2[2];
4176 }
4177
4178 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4179
4180 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4181 {
4182         float fog = 1.0f;
4183         float vertex3f[12];
4184
4185         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4186                 fog = FogPoint_World(origin);
4187
4188         R_Mesh_Matrix(&identitymatrix);
4189         GL_BlendFunc(blendfunc1, blendfunc2);
4190
4191         if(v_flipped_state)
4192         {
4193                 scalex1 = -scalex1;
4194                 scalex2 = -scalex2;
4195                 GL_CullFace(r_refdef.view.cullface_front);
4196         }
4197         else
4198                 GL_CullFace(r_refdef.view.cullface_back);
4199         GL_CullFace(GL_NONE);
4200
4201         GL_DepthMask(false);
4202         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4203         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4204         GL_DepthTest(!depthdisable);
4205
4206         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4207         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4208         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4209         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4210         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4211         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4212         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4213         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4214         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4215         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4216         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4217         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4218
4219         R_Mesh_VertexPointer(vertex3f, 0, 0);
4220         R_Mesh_ColorPointer(NULL, 0, 0);
4221         R_Mesh_ResetTextureState();
4222         R_SetupGenericShader(true);
4223         R_Mesh_TexBind(0, R_GetTexture(texture));
4224         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4225         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4226         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4227         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4228
4229         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4230         {
4231                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4232                 GL_BlendFunc(blendfunc1, GL_ONE);
4233                 fog = 1 - fog;
4234                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4235                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4236         }
4237 }
4238
4239 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4240 {
4241         int i;
4242         float *vertex3f;
4243         float v[3];
4244         VectorSet(v, x, y, z);
4245         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4246                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4247                         break;
4248         if (i == mesh->numvertices)
4249         {
4250                 if (mesh->numvertices < mesh->maxvertices)
4251                 {
4252                         VectorCopy(v, vertex3f);
4253                         mesh->numvertices++;
4254                 }
4255                 return mesh->numvertices;
4256         }
4257         else
4258                 return i;
4259 }
4260
4261 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4262 {
4263         int i;
4264         int *e, element[3];
4265         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4266         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4267         e = mesh->element3i + mesh->numtriangles * 3;
4268         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4269         {
4270                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4271                 if (mesh->numtriangles < mesh->maxtriangles)
4272                 {
4273                         *e++ = element[0];
4274                         *e++ = element[1];
4275                         *e++ = element[2];
4276                         mesh->numtriangles++;
4277                 }
4278                 element[1] = element[2];
4279         }
4280 }
4281
4282 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4283 {
4284         int i;
4285         int *e, element[3];
4286         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4287         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4288         e = mesh->element3i + mesh->numtriangles * 3;
4289         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4290         {
4291                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4292                 if (mesh->numtriangles < mesh->maxtriangles)
4293                 {
4294                         *e++ = element[0];
4295                         *e++ = element[1];
4296                         *e++ = element[2];
4297                         mesh->numtriangles++;
4298                 }
4299                 element[1] = element[2];
4300         }
4301 }
4302
4303 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4304 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4305 {
4306         int planenum, planenum2;
4307         int w;
4308         int tempnumpoints;
4309         mplane_t *plane, *plane2;
4310         double maxdist;
4311         double temppoints[2][256*3];
4312         // figure out how large a bounding box we need to properly compute this brush
4313         maxdist = 0;
4314         for (w = 0;w < numplanes;w++)
4315                 maxdist = max(maxdist, planes[w].dist);
4316         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4317         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4318         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4319         {
4320                 w = 0;
4321                 tempnumpoints = 4;
4322                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4323                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4324                 {
4325                         if (planenum2 == planenum)
4326                                 continue;
4327                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
4328                         w = !w;
4329                 }
4330                 if (tempnumpoints < 3)
4331                         continue;
4332                 // generate elements forming a triangle fan for this polygon
4333                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4334         }
4335 }
4336
4337 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
4338 {
4339         texturelayer_t *layer;
4340         layer = t->currentlayers + t->currentnumlayers++;
4341         layer->type = type;
4342         layer->depthmask = depthmask;
4343         layer->blendfunc1 = blendfunc1;
4344         layer->blendfunc2 = blendfunc2;
4345         layer->texture = texture;
4346         layer->texmatrix = *matrix;
4347         layer->color[0] = r * r_refdef.view.colorscale;
4348         layer->color[1] = g * r_refdef.view.colorscale;
4349         layer->color[2] = b * r_refdef.view.colorscale;
4350         layer->color[3] = a;
4351 }
4352
4353 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4354 {
4355         double index, f;
4356         index = parms[2] + r_refdef.scene.time * parms[3];
4357         index -= floor(index);
4358         switch (func)
4359         {
4360         default:
4361         case Q3WAVEFUNC_NONE:
4362         case Q3WAVEFUNC_NOISE:
4363         case Q3WAVEFUNC_COUNT:
4364                 f = 0;
4365                 break;
4366         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4367         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4368         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4369         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4370         case Q3WAVEFUNC_TRIANGLE:
4371                 index *= 4;
4372                 f = index - floor(index);
4373                 if (index < 1)
4374                         f = f;
4375                 else if (index < 2)
4376                         f = 1 - f;
4377                 else if (index < 3)
4378                         f = -f;
4379                 else
4380                         f = -(1 - f);
4381                 break;
4382         }
4383         return (float)(parms[0] + parms[1] * f);
4384 }
4385
4386 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4387 {
4388         int i;
4389         model_t *model = ent->model;
4390         float f;
4391         float tcmat[12];
4392         q3shaderinfo_layer_tcmod_t *tcmod;
4393
4394         // switch to an alternate material if this is a q1bsp animated material
4395         {
4396                 texture_t *texture = t;
4397                 int s = ent->skinnum;
4398                 if ((unsigned int)s >= (unsigned int)model->numskins)
4399                         s = 0;
4400                 if (model->skinscenes)
4401                 {
4402                         if (model->skinscenes[s].framecount > 1)
4403                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4404                         else
4405                                 s = model->skinscenes[s].firstframe;
4406                 }
4407                 if (s > 0)
4408                         t = t + s * model->num_surfaces;
4409                 if (t->animated)
4410                 {
4411                         // use an alternate animation if the entity's frame is not 0,
4412                         // and only if the texture has an alternate animation
4413                         if (ent->frame2 != 0 && t->anim_total[1])
4414                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4415                         else
4416                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4417                 }
4418                 texture->currentframe = t;
4419         }
4420
4421         // update currentskinframe to be a qw skin or animation frame
4422         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4423         {
4424                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4425                 {
4426                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4427                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4428                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4429                 }
4430                 t->currentskinframe = r_qwskincache_skinframe[i];
4431                 if (t->currentskinframe == NULL)
4432                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4433         }
4434         else if (t->numskinframes >= 2)
4435                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4436         if (t->backgroundnumskinframes >= 2)
4437                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4438
4439         t->currentmaterialflags = t->basematerialflags;
4440         t->currentalpha = ent->alpha;
4441         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4442         {
4443                 t->currentalpha *= r_wateralpha.value;
4444                 /*
4445                  * FIXME what is this supposed to do?
4446                 // if rendering refraction/reflection, disable transparency
4447                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4448                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4449                 */
4450         }
4451         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4452                 t->currentalpha *= t->r_water_wateralpha;
4453         if(!r_waterstate.enabled)
4454                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4455         if (!(ent->flags & RENDER_LIGHT))
4456                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4457         else if (rsurface.modeltexcoordlightmap2f == NULL)
4458         {
4459                 // pick a model lighting mode
4460                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4461                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4462                 else
4463                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4464         }
4465         if (ent->effects & EF_ADDITIVE)
4466                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4467         else if (t->currentalpha < 1)
4468                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4469         if (ent->effects & EF_DOUBLESIDED)
4470                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4471         if (ent->effects & EF_NODEPTHTEST)
4472                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4473         if (ent->flags & RENDER_VIEWMODEL)
4474                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4475         if (t->backgroundnumskinframes)
4476                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4477         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4478         {
4479                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4480                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4481         }
4482         else
4483                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4484
4485         // there is no tcmod
4486         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4487                 t->currenttexmatrix = r_waterscrollmatrix;
4488
4489         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4490         {
4491                 matrix4x4_t matrix;
4492                 switch(tcmod->tcmod)
4493                 {
4494                 case Q3TCMOD_COUNT:
4495                 case Q3TCMOD_NONE:
4496                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4497                                 matrix = r_waterscrollmatrix;
4498                         else
4499                                 matrix = identitymatrix;
4500                         break;
4501                 case Q3TCMOD_ENTITYTRANSLATE:
4502                         // this is used in Q3 to allow the gamecode to control texcoord
4503                         // scrolling on the entity, which is not supported in darkplaces yet.
4504                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4505                         break;
4506                 case Q3TCMOD_ROTATE:
4507                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4508                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4509                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4510                         break;
4511                 case Q3TCMOD_SCALE:
4512                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4513                         break;
4514                 case Q3TCMOD_SCROLL:
4515                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4516                         break;
4517                 case Q3TCMOD_STRETCH:
4518                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4519                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4520                         break;
4521                 case Q3TCMOD_TRANSFORM:
4522                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4523                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4524                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4525                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4526                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4527                         break;
4528                 case Q3TCMOD_TURBULENT:
4529                         // this is handled in the RSurf_PrepareVertices function
4530                         matrix = identitymatrix;
4531                         break;
4532                 }
4533                 // either replace or concatenate the transformation
4534                 if (i < 1)
4535                         t->currenttexmatrix = matrix;
4536                 else
4537                 {
4538                         matrix4x4_t temp = t->currenttexmatrix;
4539                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4540                 }
4541         }
4542
4543         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4544         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4545         t->glosstexture = r_texture_black;
4546         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4547         t->backgroundglosstexture = r_texture_black;
4548         t->specularpower = r_shadow_glossexponent.value;
4549         // TODO: store reference values for these in the texture?
4550         t->specularscale = 0;
4551         if (r_shadow_gloss.integer > 0)
4552         {
4553                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4554                 {
4555                         if (r_shadow_glossintensity.value > 0)
4556                         {
4557                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4558                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4559                                 t->specularscale = r_shadow_glossintensity.value;
4560                         }
4561                 }
4562                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4563                 {
4564                         t->glosstexture = r_texture_white;
4565                         t->backgroundglosstexture = r_texture_white;
4566                         t->specularscale = r_shadow_gloss2intensity.value;
4567                 }
4568         }
4569
4570         // lightmaps mode looks bad with dlights using actual texturing, so turn
4571         // off the colormap and glossmap, but leave the normalmap on as it still
4572         // accurately represents the shading involved
4573         if (gl_lightmaps.integer)
4574         {
4575                 t->basetexture = r_texture_grey128;
4576                 t->backgroundbasetexture = NULL;
4577                 t->specularscale = 0;
4578                 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4579                 t->currentmaterialflags |= MATERIALFLAG_WALL;
4580         }
4581
4582         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4583         VectorClear(t->dlightcolor);
4584         t->currentnumlayers = 0;
4585         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4586         {
4587                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4588                 {
4589                         int blendfunc1, blendfunc2, depthmask;
4590                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4591                         {
4592                                 blendfunc1 = GL_SRC_ALPHA;
4593                                 blendfunc2 = GL_ONE;
4594                         }
4595                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4596                         {
4597                                 blendfunc1 = GL_SRC_ALPHA;
4598                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4599                         }
4600                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4601                         {
4602                                 blendfunc1 = t->customblendfunc[0];
4603                                 blendfunc2 = t->customblendfunc[1];
4604                         }
4605                         else
4606                         {
4607                                 blendfunc1 = GL_ONE;
4608                                 blendfunc2 = GL_ZERO;
4609                         }
4610                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4611                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4612                         {
4613                                 int layerflags = 0;
4614                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4615                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4616                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4617                                 {
4618                                         // fullbright is not affected by r_refdef.lightmapintensity
4619                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4620                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4621                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4622                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4623                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4624                                 }
4625                                 else
4626                                 {
4627                                         vec3_t ambientcolor;
4628                                         float colorscale;
4629                                         // set the color tint used for lights affecting this surface
4630                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4631                                         colorscale = 2;
4632                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4633                                         // would normally be baked into the lightmap must be
4634                                         // applied to the color
4635                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4636                                         if (ent->model->type == mod_brushq3)
4637                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4638                                         colorscale *= r_refdef.lightmapintensity;
4639                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4640                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4641                                         // basic lit geometry
4642                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4643                                         // add pants/shirt if needed
4644                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4645                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4646                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4647                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4648                                         // now add ambient passes if needed
4649                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4650                                         {
4651                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4652                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4653                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4654                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4655                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4656                                         }
4657                                 }
4658                                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4659                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4660                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4661                                 {
4662                                         // if this is opaque use alpha blend which will darken the earlier
4663                                         // passes cheaply.
4664                                         //
4665                                         // if this is an alpha blended material, all the earlier passes
4666                                         // were darkened by fog already, so we only need to add the fog
4667                                         // color ontop through the fog mask texture
4668                                         //
4669                                         // if this is an additive blended material, all the earlier passes
4670                                         // were darkened by fog already, and we should not add fog color
4671                                         // (because the background was not darkened, there is no fog color
4672                                         // that was lost behind it).
4673                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4674                                 }
4675                         }
4676                 }
4677         }
4678 }
4679
4680 void R_UpdateAllTextureInfo(entity_render_t *ent)
4681 {
4682         int i;
4683         if (ent->model)
4684                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4685                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4686 }
4687
4688 rsurfacestate_t rsurface;
4689
4690 void R_Mesh_ResizeArrays(int newvertices)
4691 {
4692         float *base;
4693         if (rsurface.array_size >= newvertices)
4694                 return;
4695         if (rsurface.array_modelvertex3f)
4696                 Mem_Free(rsurface.array_modelvertex3f);
4697         rsurface.array_size = (newvertices + 1023) & ~1023;
4698         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4699         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4700         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4701         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4702         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4703         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4704         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4705         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4706         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4707         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4708         rsurface.array_color4f           = base + rsurface.array_size * 27;
4709         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4710 }
4711
4712 void RSurf_ActiveWorldEntity(void)
4713 {
4714         model_t *model = r_refdef.scene.worldmodel;
4715         if (rsurface.array_size < model->surfmesh.num_vertices)
4716                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4717         rsurface.matrix = identitymatrix;
4718         rsurface.inversematrix = identitymatrix;
4719         R_Mesh_Matrix(&identitymatrix);
4720         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4721         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4722         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4723         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4724         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4725         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4726         rsurface.frameblend[0].frame = 0;
4727         rsurface.frameblend[0].lerp = 1;
4728         rsurface.frameblend[1].frame = 0;
4729         rsurface.frameblend[1].lerp = 0;
4730         rsurface.frameblend[2].frame = 0;
4731         rsurface.frameblend[2].lerp = 0;
4732         rsurface.frameblend[3].frame = 0;
4733         rsurface.frameblend[3].lerp = 0;
4734         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4735         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4736         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4737         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4738         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4739         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4740         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4741         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4742         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4743         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4744         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4745         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4746         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4747         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4748         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4749         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4750         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4751         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4752         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4753         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4754         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4755         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4756         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4757         rsurface.modelelement3i = model->surfmesh.data_element3i;
4758         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4759         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4760         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4761         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4762         rsurface.modelsurfaces = model->data_surfaces;
4763         rsurface.generatedvertex = false;
4764         rsurface.vertex3f  = rsurface.modelvertex3f;
4765         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4766         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4767         rsurface.svector3f = rsurface.modelsvector3f;
4768         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4769         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4770         rsurface.tvector3f = rsurface.modeltvector3f;
4771         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4772         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4773         rsurface.normal3f  = rsurface.modelnormal3f;
4774         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4775         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4776         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4777 }
4778
4779 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4780 {
4781         model_t *model = ent->model;
4782         if (rsurface.array_size < model->surfmesh.num_vertices)
4783                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4784         rsurface.matrix = ent->matrix;
4785         rsurface.inversematrix = ent->inversematrix;
4786         R_Mesh_Matrix(&rsurface.matrix);
4787         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4788         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4789         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4790         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4791         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4792         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4793         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4794         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4795         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4796         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4797         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4798         rsurface.frameblend[0] = ent->frameblend[0];
4799         rsurface.frameblend[1] = ent->frameblend[1];
4800         rsurface.frameblend[2] = ent->frameblend[2];
4801         rsurface.frameblend[3] = ent->frameblend[3];
4802         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4803         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4804         if (ent->model->brush.submodel)
4805         {
4806                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4807                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4808         }
4809         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4810         {
4811                 if (wanttangents)
4812                 {
4813                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4814                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4815                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4816                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4817                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4818                 }
4819                 else if (wantnormals)
4820                 {
4821                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4822                         rsurface.modelsvector3f = NULL;
4823                         rsurface.modeltvector3f = NULL;
4824                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4825                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4826                 }
4827                 else
4828                 {
4829                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4830                         rsurface.modelsvector3f = NULL;
4831                         rsurface.modeltvector3f = NULL;
4832                         rsurface.modelnormal3f = NULL;
4833                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4834                 }
4835                 rsurface.modelvertex3f_bufferobject = 0;
4836                 rsurface.modelvertex3f_bufferoffset = 0;
4837                 rsurface.modelsvector3f_bufferobject = 0;
4838                 rsurface.modelsvector3f_bufferoffset = 0;
4839                 rsurface.modeltvector3f_bufferobject = 0;
4840                 rsurface.modeltvector3f_bufferoffset = 0;
4841                 rsurface.modelnormal3f_bufferobject = 0;
4842                 rsurface.modelnormal3f_bufferoffset = 0;
4843                 rsurface.generatedvertex = true;
4844         }
4845         else
4846         {
4847                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4848                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4849                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4850                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4851                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4852                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4853                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4854                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4855                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4856                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4857                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4858                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4859                 rsurface.generatedvertex = false;
4860         }
4861         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4862         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4863         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4864         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4865         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4866         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4867         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4868         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4869         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4870         rsurface.modelelement3i = model->surfmesh.data_element3i;
4871         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4872         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4873         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4874         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4875         rsurface.modelsurfaces = model->data_surfaces;
4876         rsurface.vertex3f  = rsurface.modelvertex3f;
4877         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4878         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4879         rsurface.svector3f = rsurface.modelsvector3f;
4880         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4881         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4882         rsurface.tvector3f = rsurface.modeltvector3f;
4883         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4884         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4885         rsurface.normal3f  = rsurface.modelnormal3f;
4886         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4887         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4888         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4889 }
4890
4891 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4892 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4893 {
4894         int deformindex;
4895         int texturesurfaceindex;
4896         int i, j;
4897         float amplitude;
4898         float animpos;
4899         float scale;
4900         const float *v1, *in_tc;
4901         float *out_tc;
4902         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4903         float waveparms[4];
4904         q3shaderinfo_deform_t *deform;
4905         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4906         if (rsurface.generatedvertex)
4907         {
4908                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4909                         generatenormals = true;
4910                 for (i = 0;i < Q3MAXDEFORMS;i++)
4911                 {
4912                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4913                         {
4914                                 generatetangents = true;
4915                                 generatenormals = true;
4916                         }
4917                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4918                                 generatenormals = true;
4919                 }
4920                 if (generatenormals && !rsurface.modelnormal3f)
4921                 {
4922                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4923                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4924                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4925                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4926                 }
4927                 if (generatetangents && !rsurface.modelsvector3f)
4928                 {
4929                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4930                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4931                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4932                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4933                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4934                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4935                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4936                 }
4937         }
4938         rsurface.vertex3f  = rsurface.modelvertex3f;
4939         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4940         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4941         rsurface.svector3f = rsurface.modelsvector3f;
4942         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4943         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4944         rsurface.tvector3f = rsurface.modeltvector3f;
4945         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4946         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4947         rsurface.normal3f  = rsurface.modelnormal3f;
4948         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4949         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4950         // if vertices are deformed (sprite flares and things in maps, possibly
4951         // water waves, bulges and other deformations), generate them into
4952         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4953         // (may be static model data or generated data for an animated model, or
4954         //  the previous deform pass)
4955         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4956         {
4957                 switch (deform->deform)
4958                 {
4959                 default:
4960                 case Q3DEFORM_PROJECTIONSHADOW:
4961                 case Q3DEFORM_TEXT0:
4962                 case Q3DEFORM_TEXT1:
4963                 case Q3DEFORM_TEXT2:
4964                 case Q3DEFORM_TEXT3:
4965                 case Q3DEFORM_TEXT4:
4966                 case Q3DEFORM_TEXT5:
4967                 case Q3DEFORM_TEXT6:
4968                 case Q3DEFORM_TEXT7:
4969                 case Q3DEFORM_NONE:
4970                         break;
4971                 case Q3DEFORM_AUTOSPRITE:
4972                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4973                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4974                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4975                         VectorNormalize(newforward);
4976                         VectorNormalize(newright);
4977                         VectorNormalize(newup);
4978                         // make deformed versions of only the model vertices used by the specified surfaces
4979                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4980                         {
4981                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4982                                 // a single autosprite surface can contain multiple sprites...
4983                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4984                                 {
4985                                         VectorClear(center);
4986                                         for (i = 0;i < 4;i++)
4987                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4988                                         VectorScale(center, 0.25f, center);
4989                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4990                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4991                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4992                                         for (i = 0;i < 4;i++)
4993                                         {
4994                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4995                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4996                                         }
4997                                 }
4998                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4999                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5000                         }
5001                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5002                         rsurface.vertex3f_bufferobject = 0;
5003                         rsurface.vertex3f_bufferoffset = 0;
5004                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5005                         rsurface.svector3f_bufferobject = 0;
5006                         rsurface.svector3f_bufferoffset = 0;
5007                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5008                         rsurface.tvector3f_bufferobject = 0;
5009                         rsurface.tvector3f_bufferoffset = 0;
5010                         rsurface.normal3f = rsurface.array_deformednormal3f;
5011                         rsurface.normal3f_bufferobject = 0;
5012                         rsurface.normal3f_bufferoffset = 0;
5013                         break;
5014                 case Q3DEFORM_AUTOSPRITE2:
5015                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5016                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5017                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5018                         VectorNormalize(newforward);
5019                         VectorNormalize(newright);
5020                         VectorNormalize(newup);
5021                         // make deformed versions of only the model vertices used by the specified surfaces
5022                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5023                         {
5024                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5025                                 const float *v1, *v2;
5026                                 vec3_t start, end;
5027                                 float f, l;
5028                                 struct
5029                                 {
5030                                         float length2;
5031                                         const float *v1;
5032                                         const float *v2;
5033                                 }
5034                                 shortest[2];
5035                                 memset(shortest, 0, sizeof(shortest));
5036                                 // a single autosprite surface can contain multiple sprites...
5037                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5038                                 {
5039                                         VectorClear(center);
5040                                         for (i = 0;i < 4;i++)
5041                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5042                                         VectorScale(center, 0.25f, center);
5043                                         // find the two shortest edges, then use them to define the
5044                                         // axis vectors for rotating around the central axis
5045                                         for (i = 0;i < 6;i++)
5046                                         {
5047                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5048                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5049 #if 0
5050                                                 Debug_PolygonBegin(NULL, 0);
5051                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5052                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5053                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5054                                                 Debug_PolygonEnd();
5055 #endif
5056                                                 l = VectorDistance2(v1, v2);
5057                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5058                                                 if (v1[2] != v2[2])
5059                                                         l += (1.0f / 1024.0f);
5060                                                 if (shortest[0].length2 > l || i == 0)
5061                                                 {
5062                                                         shortest[1] = shortest[0];
5063                                                         shortest[0].length2 = l;
5064                                                         shortest[0].v1 = v1;
5065                                                         shortest[0].v2 = v2;
5066                                                 }
5067                                                 else if (shortest[1].length2 > l || i == 1)
5068                                                 {
5069                                                         shortest[1].length2 = l;
5070                                                         shortest[1].v1 = v1;
5071                                                         shortest[1].v2 = v2;
5072                                                 }
5073                                         }
5074                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5075                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5076 #if 0
5077                                         Debug_PolygonBegin(NULL, 0);
5078                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5079                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5080                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5081                                         Debug_PolygonEnd();
5082 #endif
5083                                         // this calculates the right vector from the shortest edge
5084                                         // and the up vector from the edge midpoints
5085                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5086                                         VectorNormalize(right);
5087                                         VectorSubtract(end, start, up);
5088                                         VectorNormalize(up);
5089                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5090                                         //VectorSubtract(rsurface.modelorg, center, forward);
5091                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5092                                         VectorNegate(forward, forward);
5093                                         VectorReflect(forward, 0, up, forward);
5094                                         VectorNormalize(forward);
5095                                         CrossProduct(up, forward, newright);
5096                                         VectorNormalize(newright);
5097 #if 0
5098                                         Debug_PolygonBegin(NULL, 0);
5099                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5100                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5101                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5102                                         Debug_PolygonEnd();
5103 #endif
5104 #if 0
5105                                         Debug_PolygonBegin(NULL, 0);
5106                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5107                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5108                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5109                                         Debug_PolygonEnd();
5110 #endif
5111                                         // rotate the quad around the up axis vector, this is made
5112                                         // especially easy by the fact we know the quad is flat,
5113                                         // so we only have to subtract the center position and
5114                                         // measure distance along the right vector, and then
5115                                         // multiply that by the newright vector and add back the
5116                                         // center position
5117                                         // we also need to subtract the old position to undo the
5118                                         // displacement from the center, which we do with a
5119                                         // DotProduct, the subtraction/addition of center is also
5120                                         // optimized into DotProducts here
5121                                         l = DotProduct(right, center);
5122                                         for (i = 0;i < 4;i++)
5123                                         {
5124                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5125                                                 f = DotProduct(right, v1) - l;
5126                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5127                                         }
5128                                 }
5129                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5130                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5131                         }
5132                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5133                         rsurface.vertex3f_bufferobject = 0;
5134                         rsurface.vertex3f_bufferoffset = 0;
5135                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5136                         rsurface.svector3f_bufferobject = 0;
5137                         rsurface.svector3f_bufferoffset = 0;
5138                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5139                         rsurface.tvector3f_bufferobject = 0;
5140                         rsurface.tvector3f_bufferoffset = 0;
5141                         rsurface.normal3f = rsurface.array_deformednormal3f;
5142                         rsurface.normal3f_bufferobject = 0;
5143                         rsurface.normal3f_bufferoffset = 0;
5144                         break;
5145                 case Q3DEFORM_NORMAL:
5146                         // deform the normals to make reflections wavey
5147                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5148                         {
5149                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5150                                 for (j = 0;j < surface->num_vertices;j++)
5151                                 {
5152                                         float vertex[3];
5153                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5154                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5155                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5156                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5157                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5158                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5159                                         VectorNormalize(normal);
5160                                 }
5161                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5162                         }
5163                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5164                         rsurface.svector3f_bufferobject = 0;
5165                         rsurface.svector3f_bufferoffset = 0;
5166                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5167                         rsurface.tvector3f_bufferobject = 0;
5168                         rsurface.tvector3f_bufferoffset = 0;
5169                         rsurface.normal3f = rsurface.array_deformednormal3f;
5170                         rsurface.normal3f_bufferobject = 0;
5171                         rsurface.normal3f_bufferoffset = 0;
5172                         break;
5173                 case Q3DEFORM_WAVE:
5174                         // deform vertex array to make wavey water and flags and such
5175                         waveparms[0] = deform->waveparms[0];
5176                         waveparms[1] = deform->waveparms[1];
5177                         waveparms[2] = deform->waveparms[2];
5178                         waveparms[3] = deform->waveparms[3];
5179                         // this is how a divisor of vertex influence on deformation
5180                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5181                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5182                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5183                         {
5184                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5185                                 for (j = 0;j < surface->num_vertices;j++)
5186                                 {
5187                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5188                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5189                                         // if the wavefunc depends on time, evaluate it per-vertex
5190                                         if (waveparms[3])
5191                                         {
5192                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5193                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5194                                         }
5195                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5196                                 }
5197                         }
5198                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5199                         rsurface.vertex3f_bufferobject = 0;
5200                         rsurface.vertex3f_bufferoffset = 0;
5201                         break;
5202                 case Q3DEFORM_BULGE:
5203                         // deform vertex array to make the surface have moving bulges
5204                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5205                         {
5206                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5207                                 for (j = 0;j < surface->num_vertices;j++)
5208                                 {
5209                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5210                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5211                                 }
5212                         }
5213                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5214                         rsurface.vertex3f_bufferobject = 0;
5215                         rsurface.vertex3f_bufferoffset = 0;
5216                         break;
5217                 case Q3DEFORM_MOVE:
5218                         // deform vertex array
5219                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5220                         VectorScale(deform->parms, scale, waveparms);
5221                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5222                         {
5223                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5224                                 for (j = 0;j < surface->num_vertices;j++)
5225                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5226                         }
5227                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5228                         rsurface.vertex3f_bufferobject = 0;
5229                         rsurface.vertex3f_bufferoffset = 0;
5230                         break;
5231                 }
5232         }
5233         // generate texcoords based on the chosen texcoord source
5234         switch(rsurface.texture->tcgen.tcgen)
5235         {
5236         default:
5237         case Q3TCGEN_TEXTURE:
5238                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5239                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5240                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5241                 break;
5242         case Q3TCGEN_LIGHTMAP:
5243                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5244                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5245                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5246                 break;
5247         case Q3TCGEN_VECTOR:
5248                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5249                 {
5250                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5251                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5252                         {
5253                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5254                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5255                         }
5256                 }
5257                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5258                 rsurface.texcoordtexture2f_bufferobject  = 0;
5259                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5260                 break;
5261         case Q3TCGEN_ENVIRONMENT:
5262                 // make environment reflections using a spheremap
5263                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5264                 {
5265                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5266                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5267                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5268                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5269                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5270                         {
5271                                 float l, d, eyedir[3];
5272                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5273                                 l = 0.5f / VectorLength(eyedir);
5274                                 d = DotProduct(normal, eyedir)*2;
5275                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5276                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5277                         }
5278                 }
5279                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5280                 rsurface.texcoordtexture2f_bufferobject  = 0;
5281                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5282                 break;
5283         }
5284         // the only tcmod that needs software vertex processing is turbulent, so
5285         // check for it here and apply the changes if needed
5286         // and we only support that as the first one
5287         // (handling a mixture of turbulent and other tcmods would be problematic
5288         //  without punting it entirely to a software path)
5289         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5290         {
5291                 amplitude = rsurface.texture->tcmods[0].parms[1];
5292                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5293                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5294                 {
5295                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5296                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5297                         {
5298                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5299                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5300                         }
5301                 }
5302                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5303                 rsurface.texcoordtexture2f_bufferobject  = 0;
5304                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5305         }
5306         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5307         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5308         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5309         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5310 }
5311
5312 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5313 {
5314         int i, j;
5315         const msurface_t *surface = texturesurfacelist[0];
5316         const msurface_t *surface2;
5317         int firstvertex;
5318         int endvertex;
5319         int numvertices;
5320         int numtriangles;
5321         // TODO: lock all array ranges before render, rather than on each surface
5322         if (texturenumsurfaces == 1)
5323         {
5324                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5325                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5326         }
5327         else if (r_batchmode.integer == 2)
5328         {
5329                 #define MAXBATCHTRIANGLES 4096
5330                 int batchtriangles = 0;
5331                 int batchelements[MAXBATCHTRIANGLES*3];
5332                 for (i = 0;i < texturenumsurfaces;i = j)
5333                 {
5334                         surface = texturesurfacelist[i];
5335                         j = i + 1;
5336                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5337                         {
5338                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5339                                 continue;
5340                         }
5341                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5342                         batchtriangles = surface->num_triangles;
5343                         firstvertex = surface->num_firstvertex;
5344                         endvertex = surface->num_firstvertex + surface->num_vertices;
5345                         for (;j < texturenumsurfaces;j++)
5346                         {
5347                                 surface2 = texturesurfacelist[j];
5348                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5349                                         break;
5350                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5351                                 batchtriangles += surface2->num_triangles;
5352                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5353                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5354                         }
5355                         surface2 = texturesurfacelist[j-1];
5356                         numvertices = endvertex - firstvertex;
5357                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5358                 }
5359         }
5360         else if (r_batchmode.integer == 1)
5361         {
5362                 for (i = 0;i < texturenumsurfaces;i = j)
5363                 {
5364                         surface = texturesurfacelist[i];
5365                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5366                                 if (texturesurfacelist[j] != surface2)
5367                                         break;
5368                         surface2 = texturesurfacelist[j-1];
5369                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5370                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5371                         GL_LockArrays(surface->num_firstvertex, numvertices);
5372                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5373                 }
5374         }
5375         else
5376         {
5377                 for (i = 0;i < texturenumsurfaces;i++)
5378                 {
5379                         surface = texturesurfacelist[i];
5380                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5381                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5382                 }
5383         }
5384 }
5385
5386 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5387 {
5388         int i, planeindex, vertexindex;
5389         float d, bestd;
5390         vec3_t vert;
5391         const float *v;
5392         r_waterstate_waterplane_t *p, *bestp;
5393         msurface_t *surface;
5394         if (r_waterstate.renderingscene)
5395                 return;
5396         for (i = 0;i < texturenumsurfaces;i++)
5397         {
5398                 surface = texturesurfacelist[i];
5399                 if (lightmaptexunit >= 0)
5400                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5401                 if (deluxemaptexunit >= 0)
5402                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5403                 // pick the closest matching water plane
5404                 bestd = 0;
5405                 bestp = NULL;
5406                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5407                 {
5408                         d = 0;
5409                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5410                         {
5411                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5412                                 d += fabs(PlaneDiff(vert, &p->plane));
5413                         }
5414                         if (bestd > d || !bestp)
5415                         {
5416                                 bestd = d;
5417                                 bestp = p;
5418                         }
5419                 }
5420                 if (bestp)
5421                 {
5422                         if (refractiontexunit >= 0)
5423                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5424                         if (reflectiontexunit >= 0)
5425                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5426                 }
5427                 else
5428                 {
5429                         if (refractiontexunit >= 0)
5430                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5431                         if (reflectiontexunit >= 0)
5432                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5433                 }
5434                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5435                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5436         }
5437 }
5438
5439 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5440 {
5441         int i;
5442         int j;
5443         const msurface_t *surface = texturesurfacelist[0];
5444         const msurface_t *surface2;
5445         int firstvertex;
5446         int endvertex;
5447         int numvertices;
5448         int numtriangles;
5449         // TODO: lock all array ranges before render, rather than on each surface
5450         if (texturenumsurfaces == 1)
5451         {
5452                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5453                 if (deluxemaptexunit >= 0)
5454                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5455                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5456                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5457         }
5458         else if (r_batchmode.integer == 2)
5459         {
5460                 #define MAXBATCHTRIANGLES 4096
5461                 int batchtriangles = 0;
5462                 int batchelements[MAXBATCHTRIANGLES*3];
5463                 for (i = 0;i < texturenumsurfaces;i = j)
5464                 {
5465                         surface = texturesurfacelist[i];
5466                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5467                         if (deluxemaptexunit >= 0)
5468                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5469                         j = i + 1;
5470                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5471                         {
5472                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5473                                 continue;
5474                         }
5475                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5476                         batchtriangles = surface->num_triangles;
5477                         firstvertex = surface->num_firstvertex;
5478                         endvertex = surface->num_firstvertex + surface->num_vertices;
5479                         for (;j < texturenumsurfaces;j++)
5480                         {
5481                                 surface2 = texturesurfacelist[j];
5482                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5483                                         break;
5484                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5485                                 batchtriangles += surface2->num_triangles;
5486                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5487                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5488                         }
5489                         surface2 = texturesurfacelist[j-1];
5490                         numvertices = endvertex - firstvertex;
5491                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5492                 }
5493         }
5494         else if (r_batchmode.integer == 1)
5495         {
5496 #if 0
5497                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5498                 for (i = 0;i < texturenumsurfaces;i = j)
5499                 {
5500                         surface = texturesurfacelist[i];
5501                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5502                                 if (texturesurfacelist[j] != surface2)
5503                                         break;
5504                         Con_Printf(" %i", j - i);
5505                 }
5506                 Con_Printf("\n");
5507                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5508 #endif
5509                 for (i = 0;i < texturenumsurfaces;i = j)
5510                 {
5511                         surface = texturesurfacelist[i];
5512                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5513                         if (deluxemaptexunit >= 0)
5514                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5515                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5516                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5517                                         break;
5518 #if 0
5519                         Con_Printf(" %i", j - i);
5520 #endif
5521                         surface2 = texturesurfacelist[j-1];
5522                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5523                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5524                         GL_LockArrays(surface->num_firstvertex, numvertices);
5525                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5526                 }
5527 #if 0
5528                 Con_Printf("\n");
5529 #endif
5530         }
5531         else
5532         {
5533                 for (i = 0;i < texturenumsurfaces;i++)
5534                 {
5535                         surface = texturesurfacelist[i];
5536                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5537                         if (deluxemaptexunit >= 0)
5538                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5539                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5540                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5541                 }
5542         }
5543 }
5544
5545 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5546 {
5547         int j;
5548         int texturesurfaceindex;
5549         if (r_showsurfaces.integer == 2)
5550         {
5551                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5552                 {
5553                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5554                         for (j = 0;j < surface->num_triangles;j++)
5555                         {
5556                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5557                                 GL_Color(f, f, f, 1);
5558                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5559                         }
5560                 }
5561         }
5562         else
5563         {
5564                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5565                 {
5566                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5567                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5568                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5569                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5570                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5571                 }
5572         }
5573 }
5574
5575 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5576 {
5577         int texturesurfaceindex;
5578         int i;
5579         float f;
5580         float *v, *c, *c2;
5581         if (rsurface.lightmapcolor4f)
5582         {
5583                 // generate color arrays for the surfaces in this list
5584                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5585                 {
5586                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5587                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5588                         {
5589                                 f = FogPoint_Model(v);
5590                                 c2[0] = c[0] * f;
5591                                 c2[1] = c[1] * f;
5592                                 c2[2] = c[2] * f;
5593                                 c2[3] = c[3];
5594                         }
5595                 }
5596         }
5597         else
5598         {
5599                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5600                 {
5601                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5602                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5603                         {
5604                                 f = FogPoint_Model(v);
5605                                 c2[0] = f;
5606                                 c2[1] = f;
5607                                 c2[2] = f;
5608                                 c2[3] = 1;
5609                         }
5610                 }
5611         }
5612         rsurface.lightmapcolor4f = rsurface.array_color4f;
5613         rsurface.lightmapcolor4f_bufferobject = 0;
5614         rsurface.lightmapcolor4f_bufferoffset = 0;
5615 }
5616
5617 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5618 {
5619         int texturesurfaceindex;
5620         int i;
5621         float *c, *c2;
5622         if (!rsurface.lightmapcolor4f)
5623                 return;
5624         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5625         {
5626                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5627                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5628                 {
5629                         c2[0] = c[0] * r;
5630                         c2[1] = c[1] * g;
5631                         c2[2] = c[2] * b;
5632                         c2[3] = c[3] * a;
5633                 }
5634         }
5635         rsurface.lightmapcolor4f = rsurface.array_color4f;
5636         rsurface.lightmapcolor4f_bufferobject = 0;
5637         rsurface.lightmapcolor4f_bufferoffset = 0;
5638 }
5639
5640 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5641 {
5642         // TODO: optimize
5643         rsurface.lightmapcolor4f = NULL;
5644         rsurface.lightmapcolor4f_bufferobject = 0;
5645         rsurface.lightmapcolor4f_bufferoffset = 0;
5646         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5647         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5648         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5649         GL_Color(r, g, b, a);
5650         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5651 }
5652
5653 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5654 {
5655         // TODO: optimize applyfog && applycolor case
5656         // just apply fog if necessary, and tint the fog color array if necessary
5657         rsurface.lightmapcolor4f = NULL;
5658         rsurface.lightmapcolor4f_bufferobject = 0;
5659         rsurface.lightmapcolor4f_bufferoffset = 0;
5660         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5661         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5662         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5663         GL_Color(r, g, b, a);
5664         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5665 }
5666
5667 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5668 {
5669         int texturesurfaceindex;
5670         int i;
5671         float *c;
5672         // TODO: optimize
5673         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5674         {
5675                 // generate color arrays for the surfaces in this list
5676                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5677                 {
5678                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5679                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5680                         {
5681                                 if (surface->lightmapinfo->samples)
5682                                 {
5683                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5684                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5685                                         VectorScale(lm, scale, c);
5686                                         if (surface->lightmapinfo->styles[1] != 255)
5687                                         {
5688                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5689                                                 lm += size3;
5690                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5691                                                 VectorMA(c, scale, lm, c);
5692                                                 if (surface->lightmapinfo->styles[2] != 255)
5693                                                 {
5694                                                         lm += size3;
5695                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5696                                                         VectorMA(c, scale, lm, c);
5697                                                         if (surface->lightmapinfo->styles[3] != 255)
5698                                                         {
5699                                                                 lm += size3;
5700                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5701                                                                 VectorMA(c, scale, lm, c);
5702                                                         }
5703                                                 }
5704                                         }
5705                                 }
5706                                 else
5707                                         VectorClear(c);
5708                                 c[3] = 1;
5709                         }
5710                 }
5711                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5712                 rsurface.lightmapcolor4f_bufferobject = 0;
5713                 rsurface.lightmapcolor4f_bufferoffset = 0;
5714         }
5715         else
5716         {
5717                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5718                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5719                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5720         }
5721         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5722         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5723         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5724         GL_Color(r, g, b, a);
5725         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5726 }
5727
5728 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5729 {
5730         int texturesurfaceindex;
5731         int i;
5732         float f;
5733         float *v, *c, *c2;
5734         vec3_t ambientcolor;
5735         vec3_t diffusecolor;
5736         vec3_t lightdir;
5737         // TODO: optimize
5738         // model lighting
5739         VectorCopy(rsurface.modellight_lightdir, lightdir);
5740         f = 0.5f * r_refdef.lightmapintensity;
5741         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5742         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5743         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5744         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5745         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5746         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5747         if (VectorLength2(diffusecolor) > 0)
5748         {
5749                 // generate color arrays for the surfaces in this list
5750                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5751                 {
5752                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5753                         int numverts = surface->num_vertices;
5754                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5755                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5756                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5757                         // q3-style directional shading
5758                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5759                         {
5760                                 if ((f = DotProduct(c2, lightdir)) > 0)
5761                                         VectorMA(ambientcolor, f, diffusecolor, c);
5762                                 else
5763                                         VectorCopy(ambientcolor, c);
5764                                 c[3] = a;
5765                         }
5766                 }
5767                 r = 1;
5768                 g = 1;
5769                 b = 1;
5770                 a = 1;
5771                 applycolor = false;
5772                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5773                 rsurface.lightmapcolor4f_bufferobject = 0;
5774                 rsurface.lightmapcolor4f_bufferoffset = 0;
5775         }
5776         else
5777         {
5778                 r = ambientcolor[0];
5779                 g = ambientcolor[1];
5780                 b = ambientcolor[2];
5781                 rsurface.lightmapcolor4f = NULL;
5782                 rsurface.lightmapcolor4f_bufferobject = 0;
5783                 rsurface.lightmapcolor4f_bufferoffset = 0;
5784         }
5785         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5786         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5787         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5788         GL_Color(r, g, b, a);
5789         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5790 }
5791
5792 void RSurf_SetupDepthAndCulling(void)
5793 {
5794         // submodels are biased to avoid z-fighting with world surfaces that they
5795         // may be exactly overlapping (avoids z-fighting artifacts on certain
5796         // doors and things in Quake maps)
5797         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5798         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5799         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5800         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5801 }
5802
5803 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5804 {
5805         // transparent sky would be ridiculous
5806         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5807                 return;
5808         R_SetupGenericShader(false);
5809         if (skyrendernow)
5810         {
5811                 skyrendernow = false;
5812                 // we have to force off the water clipping plane while rendering sky
5813                 R_SetupView(false);
5814                 R_Sky();
5815                 R_SetupView(true);
5816                 // restore entity matrix
5817                 R_Mesh_Matrix(&rsurface.matrix);
5818         }
5819         RSurf_SetupDepthAndCulling();
5820         GL_DepthMask(true);
5821         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5822         // skymasking on them, and Quake3 never did sky masking (unlike
5823         // software Quake and software Quake2), so disable the sky masking
5824         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5825         // and skymasking also looks very bad when noclipping outside the
5826         // level, so don't use it then either.
5827         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5828         {
5829                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5830                 R_Mesh_ColorPointer(NULL, 0, 0);
5831                 R_Mesh_ResetTextureState();
5832                 if (skyrendermasked)
5833                 {
5834                         R_SetupDepthOrShadowShader();
5835                         // depth-only (masking)
5836                         GL_ColorMask(0,0,0,0);
5837                         // just to make sure that braindead drivers don't draw
5838                         // anything despite that colormask...
5839                         GL_BlendFunc(GL_ZERO, GL_ONE);
5840                 }
5841                 else
5842                 {
5843                         R_SetupGenericShader(false);
5844                         // fog sky
5845                         GL_BlendFunc(GL_ONE, GL_ZERO);
5846                 }
5847                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5848                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5849                 if (skyrendermasked)
5850                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5851         }
5852         R_Mesh_ResetTextureState();
5853         GL_Color(1, 1, 1, 1);
5854 }
5855
5856 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5857 {
5858         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5859                 return;
5860
5861         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5862         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5863         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5864         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5865         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5866         if (rsurface.texture->backgroundcurrentskinframe)
5867         {
5868                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5869                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5870                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5871                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5872         }
5873         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5874         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5875         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5876         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5877                 R_Mesh_ColorPointer(NULL, 0, 0);
5878         else
5879                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5880
5881         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5882         {
5883                 // render background
5884                 GL_BlendFunc(GL_ONE, GL_ZERO);
5885                 GL_DepthMask(true);
5886                 GL_AlphaTest(false);
5887
5888                 GL_Color(1, 1, 1, 1);
5889                 R_Mesh_ColorPointer(NULL, 0, 0);
5890
5891                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5892                 if (r_glsl_permutation)
5893                 {
5894                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5895                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5896                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5897                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5898                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5899                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5900                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5901                 }
5902                 GL_LockArrays(0, 0);
5903
5904                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5905                 GL_DepthMask(false);
5906                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5907                         R_Mesh_ColorPointer(NULL, 0, 0);
5908                 else
5909                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5910                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5911                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5912         }
5913
5914         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5915         if (!r_glsl_permutation)
5916                 return;
5917
5918         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5919         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5920         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5921         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5922         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5923         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5924
5925         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5926         {
5927                 GL_BlendFunc(GL_ONE, GL_ZERO);
5928                 GL_DepthMask(true);
5929                 GL_AlphaTest(false);
5930         }
5931         else
5932         {
5933                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5934                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5935                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5936         }
5937
5938         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5939         {
5940                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5941                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5942                 else
5943                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5944         }
5945         else
5946         {
5947                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5948                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5949                 else
5950                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5951         }
5952         GL_LockArrays(0, 0);
5953 }
5954
5955 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5956 {
5957         // OpenGL 1.3 path - anything not completely ancient
5958         int texturesurfaceindex;
5959         qboolean applycolor;
5960         qboolean applyfog;
5961         rmeshstate_t m;
5962         int layerindex;
5963         const texturelayer_t *layer;
5964         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5965
5966         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5967         {
5968                 vec4_t layercolor;
5969                 int layertexrgbscale;
5970                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5971                 {
5972                         if (layerindex == 0)
5973                                 GL_AlphaTest(true);
5974                         else
5975                         {
5976                                 GL_AlphaTest(false);
5977                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5978                         }
5979                 }
5980                 GL_DepthMask(layer->depthmask && writedepth);
5981                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5982                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5983                 {
5984                         layertexrgbscale = 4;
5985                         VectorScale(layer->color, 0.25f, layercolor);
5986                 }
5987                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5988                 {
5989                         layertexrgbscale = 2;
5990                         VectorScale(layer->color, 0.5f, layercolor);
5991                 }
5992                 else
5993                 {
5994                         layertexrgbscale = 1;
5995                         VectorScale(layer->color, 1.0f, layercolor);
5996                 }
5997                 layercolor[3] = layer->color[3];
5998                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5999                 R_Mesh_ColorPointer(NULL, 0, 0);
6000                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6001                 switch (layer->type)
6002                 {
6003                 case TEXTURELAYERTYPE_LITTEXTURE:
6004                         memset(&m, 0, sizeof(m));
6005                         m.tex[0] = R_GetTexture(r_texture_white);
6006                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6007                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6008                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6009                         m.tex[1] = R_GetTexture(layer->texture);
6010                         m.texmatrix[1] = layer->texmatrix;
6011                         m.texrgbscale[1] = layertexrgbscale;
6012                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6013                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6014                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6015                         R_Mesh_TextureState(&m);
6016                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6017                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6018                         else if (rsurface.uselightmaptexture)
6019                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020                         else
6021                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6022                         break;
6023                 case TEXTURELAYERTYPE_TEXTURE:
6024                         memset(&m, 0, sizeof(m));
6025                         m.tex[0] = R_GetTexture(layer->texture);
6026                         m.texmatrix[0] = layer->texmatrix;
6027                         m.texrgbscale[0] = layertexrgbscale;
6028                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6029                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6030                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6031                         R_Mesh_TextureState(&m);
6032                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6033                         break;
6034                 case TEXTURELAYERTYPE_FOG:
6035                         memset(&m, 0, sizeof(m));
6036                         m.texrgbscale[0] = layertexrgbscale;
6037                         if (layer->texture)
6038                         {
6039                                 m.tex[0] = R_GetTexture(layer->texture);
6040                                 m.texmatrix[0] = layer->texmatrix;
6041                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6042                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6043                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6044                         }
6045                         R_Mesh_TextureState(&m);
6046                         // generate a color array for the fog pass
6047                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6048                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6049                         {
6050                                 int i;
6051                                 float f, *v, *c;
6052                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6053                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6054                                 {
6055                                         f = 1 - FogPoint_Model(v);
6056                                         c[0] = layercolor[0];
6057                                         c[1] = layercolor[1];
6058                                         c[2] = layercolor[2];
6059                                         c[3] = f * layercolor[3];
6060                                 }
6061                         }
6062                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6063                         break;
6064                 default:
6065                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6066                 }
6067                 GL_LockArrays(0, 0);
6068         }
6069         CHECKGLERROR
6070         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6071         {
6072                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6073                 GL_AlphaTest(false);
6074         }
6075 }
6076
6077 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6078 {
6079         // OpenGL 1.1 - crusty old voodoo path
6080         int texturesurfaceindex;
6081         qboolean applyfog;
6082         rmeshstate_t m;
6083         int layerindex;
6084         const texturelayer_t *layer;
6085         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6086
6087         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6088         {
6089                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6090                 {
6091                         if (layerindex == 0)
6092                                 GL_AlphaTest(true);
6093                         else
6094                         {
6095                                 GL_AlphaTest(false);
6096                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6097                         }
6098                 }
6099                 GL_DepthMask(layer->depthmask && writedepth);
6100                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6101                 R_Mesh_ColorPointer(NULL, 0, 0);
6102                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6103                 switch (layer->type)
6104                 {
6105                 case TEXTURELAYERTYPE_LITTEXTURE:
6106                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6107                         {
6108                                 // two-pass lit texture with 2x rgbscale
6109                                 // first the lightmap pass
6110                                 memset(&m, 0, sizeof(m));
6111                                 m.tex[0] = R_GetTexture(r_texture_white);
6112                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6113                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6114                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6115                                 R_Mesh_TextureState(&m);
6116                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6117                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6118                                 else if (rsurface.uselightmaptexture)
6119                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6120                                 else
6121                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6122                                 GL_LockArrays(0, 0);
6123                                 // then apply the texture to it
6124                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6125                                 memset(&m, 0, sizeof(m));
6126                                 m.tex[0] = R_GetTexture(layer->texture);
6127                                 m.texmatrix[0] = layer->texmatrix;
6128                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6129                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6130                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6131                                 R_Mesh_TextureState(&m);
6132                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6133                         }
6134                         else
6135                         {
6136                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6137                                 memset(&m, 0, sizeof(m));
6138                                 m.tex[0] = R_GetTexture(layer->texture);
6139                                 m.texmatrix[0] = layer->texmatrix;
6140                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6141                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6142                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6143                                 R_Mesh_TextureState(&m);
6144                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6145                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6146                                 else
6147                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6148                         }
6149                         break;
6150                 case TEXTURELAYERTYPE_TEXTURE:
6151                         // singletexture unlit texture with transparency support
6152                         memset(&m, 0, sizeof(m));
6153                         m.tex[0] = R_GetTexture(layer->texture);
6154                         m.texmatrix[0] = layer->texmatrix;
6155                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6156                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6157                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6158                         R_Mesh_TextureState(&m);
6159                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6160                         break;
6161                 case TEXTURELAYERTYPE_FOG:
6162                         // singletexture fogging
6163                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6164                         if (layer->texture)
6165                         {
6166                                 memset(&m, 0, sizeof(m));
6167                                 m.tex[0] = R_GetTexture(layer->texture);
6168                                 m.texmatrix[0] = layer->texmatrix;
6169                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6170                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6171                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6172                                 R_Mesh_TextureState(&m);
6173                         }
6174                         else
6175                                 R_Mesh_ResetTextureState();
6176                         // generate a color array for the fog pass
6177                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6178                         {
6179                                 int i;
6180                                 float f, *v, *c;
6181                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6182                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6183                                 {
6184                                         f = 1 - FogPoint_Model(v);
6185                                         c[0] = layer->color[0];
6186                                         c[1] = layer->color[1];
6187                                         c[2] = layer->color[2];
6188                                         c[3] = f * layer->color[3];
6189                                 }
6190                         }
6191                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6192                         break;
6193                 default:
6194                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6195                 }
6196                 GL_LockArrays(0, 0);
6197         }
6198         CHECKGLERROR
6199         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6200         {
6201                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6202                 GL_AlphaTest(false);
6203         }
6204 }
6205
6206 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6207 {
6208         CHECKGLERROR
6209         RSurf_SetupDepthAndCulling();
6210         if (r_glsl.integer && gl_support_fragment_shader)
6211                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6212         else if (gl_combine.integer && r_textureunits.integer >= 2)
6213                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6214         else
6215                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6216         CHECKGLERROR
6217 }
6218
6219 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6220 {
6221         int i, j;
6222         int texturenumsurfaces, endsurface;
6223         texture_t *texture;
6224         msurface_t *surface;
6225         msurface_t *texturesurfacelist[1024];
6226
6227         // if the model is static it doesn't matter what value we give for
6228         // wantnormals and wanttangents, so this logic uses only rules applicable
6229         // to a model, knowing that they are meaningless otherwise
6230         if (ent == r_refdef.scene.worldentity)
6231                 RSurf_ActiveWorldEntity();
6232         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6233                 RSurf_ActiveModelEntity(ent, false, false);
6234         else
6235                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6236
6237         for (i = 0;i < numsurfaces;i = j)
6238         {
6239                 j = i + 1;
6240                 surface = rsurface.modelsurfaces + surfacelist[i];
6241                 texture = surface->texture;
6242                 R_UpdateTextureInfo(ent, texture);
6243                 rsurface.texture = texture->currentframe;
6244                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6245                 // scan ahead until we find a different texture
6246                 endsurface = min(i + 1024, numsurfaces);
6247                 texturenumsurfaces = 0;
6248                 texturesurfacelist[texturenumsurfaces++] = surface;
6249                 for (;j < endsurface;j++)
6250                 {
6251                         surface = rsurface.modelsurfaces + surfacelist[j];
6252                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6253                                 break;
6254                         texturesurfacelist[texturenumsurfaces++] = surface;
6255                 }
6256                 // render the range of surfaces
6257                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6258         }
6259         GL_AlphaTest(false);
6260 }
6261
6262 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6263 {
6264         CHECKGLERROR
6265         if (depthonly)
6266         {
6267                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6268                         return;
6269                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6270                         return;
6271                 RSurf_SetupDepthAndCulling();
6272                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6273                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6274         }
6275         else if (r_showsurfaces.integer)
6276         {
6277                 RSurf_SetupDepthAndCulling();
6278                 GL_DepthTest(true);
6279                 GL_BlendFunc(GL_ONE, GL_ZERO);
6280                 GL_DepthMask(true);
6281                 GL_AlphaTest(false);
6282                 R_Mesh_ColorPointer(NULL, 0, 0);
6283                 R_Mesh_ResetTextureState();
6284                 R_SetupGenericShader(false);
6285                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6286                 if (!r_refdef.view.showdebug)
6287                 {
6288                         GL_Color(0, 0, 0, 1);
6289                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6290                 }
6291                 else
6292                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6293         }
6294         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6295                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6296         else if (!rsurface.texture->currentnumlayers)
6297                 return;
6298         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6299         {
6300                 // transparent surfaces get pushed off into the transparent queue
6301                 int surfacelistindex;
6302                 const msurface_t *surface;
6303                 vec3_t tempcenter, center;
6304                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6305                 {
6306                         surface = texturesurfacelist[surfacelistindex];
6307                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6308                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6309                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6310                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6311                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6312                 }
6313         }
6314         else
6315         {
6316                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6317                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6318         }
6319         CHECKGLERROR
6320 }
6321
6322 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6323 {
6324         int i, j;
6325         texture_t *texture;
6326         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6327         if (addwaterplanes)
6328         {
6329                 for (i = 0;i < numsurfaces;i++)
6330                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6331                                 R_Water_AddWaterPlane(surfacelist[i]);
6332                 return;
6333         }
6334         // break the surface list down into batches by texture and use of lightmapping
6335         for (i = 0;i < numsurfaces;i = j)
6336         {
6337                 j = i + 1;
6338                 // texture is the base texture pointer, rsurface.texture is the
6339                 // current frame/skin the texture is directing us to use (for example
6340                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6341                 // use skin 1 instead)
6342                 texture = surfacelist[i]->texture;
6343                 rsurface.texture = texture->currentframe;
6344                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6345                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6346                 {
6347                         // if this texture is not the kind we want, skip ahead to the next one
6348                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6349                                 ;
6350                         continue;
6351                 }
6352                 // simply scan ahead until we find a different texture or lightmap state
6353                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6354                         ;
6355                 // render the range of surfaces
6356                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6357         }
6358 }
6359
6360 float locboxvertex3f[6*4*3] =
6361 {
6362         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6363         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6364         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6365         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6366         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6367         1,0,0, 0,0,0, 0,1,0, 1,1,0
6368 };
6369
6370 int locboxelement3i[6*2*3] =
6371 {
6372          0, 1, 2, 0, 2, 3,
6373          4, 5, 6, 4, 6, 7,
6374          8, 9,10, 8,10,11,
6375         12,13,14, 12,14,15,
6376         16,17,18, 16,18,19,
6377         20,21,22, 20,22,23
6378 };
6379
6380 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6381 {
6382         int i, j;
6383         cl_locnode_t *loc = (cl_locnode_t *)ent;
6384         vec3_t mins, size;
6385         float vertex3f[6*4*3];
6386         CHECKGLERROR
6387         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6388         GL_DepthMask(false);
6389         GL_DepthRange(0, 1);
6390         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6391         GL_DepthTest(true);
6392         GL_CullFace(GL_NONE);
6393         R_Mesh_Matrix(&identitymatrix);
6394
6395         R_Mesh_VertexPointer(vertex3f, 0, 0);
6396         R_Mesh_ColorPointer(NULL, 0, 0);
6397         R_Mesh_ResetTextureState();
6398         R_SetupGenericShader(false);
6399
6400         i = surfacelist[0];
6401         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6402                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6404                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6405
6406         if (VectorCompare(loc->mins, loc->maxs))
6407         {
6408                 VectorSet(size, 2, 2, 2);
6409                 VectorMA(loc->mins, -0.5f, size, mins);
6410         }
6411         else
6412         {
6413                 VectorCopy(loc->mins, mins);
6414                 VectorSubtract(loc->maxs, loc->mins, size);
6415         }
6416
6417         for (i = 0;i < 6*4*3;)
6418                 for (j = 0;j < 3;j++, i++)
6419                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6420
6421         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6422 }
6423
6424 void R_DrawLocs(void)
6425 {
6426         int index;
6427         cl_locnode_t *loc, *nearestloc;
6428         vec3_t center;
6429         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6430         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6431         {
6432                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6433                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6434         }
6435 }
6436
6437 void R_DrawDebugModel(entity_render_t *ent)
6438 {
6439         int i, j, k, l, flagsmask;
6440         const int *elements;
6441         q3mbrush_t *brush;
6442         msurface_t *surface;
6443         model_t *model = ent->model;
6444         vec3_t v;
6445
6446         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6447
6448         R_Mesh_ColorPointer(NULL, 0, 0);
6449         R_Mesh_ResetTextureState();
6450         R_SetupGenericShader(false);
6451         GL_DepthRange(0, 1);
6452         GL_DepthTest(!r_showdisabledepthtest.integer);
6453         GL_DepthMask(false);
6454         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455
6456         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6457         {
6458                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6459                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6460                 {
6461                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6462                         {
6463                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6464                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6465                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6466                         }
6467                 }
6468                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6469                 {
6470                         if (surface->num_collisiontriangles)
6471                         {
6472                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6473                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6474                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6475                         }
6476                 }
6477         }
6478
6479         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6480
6481         if (r_showtris.integer || r_shownormals.integer)
6482         {
6483                 if (r_showdisabledepthtest.integer)
6484                 {
6485                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6486                         GL_DepthMask(false);
6487                 }
6488                 else
6489                 {
6490                         GL_BlendFunc(GL_ONE, GL_ZERO);
6491                         GL_DepthMask(true);
6492                 }
6493                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6494                 {
6495                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6496                                 continue;
6497                         rsurface.texture = surface->texture->currentframe;
6498                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6499                         {
6500                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6501                                 if (r_showtris.value > 0)
6502                                 {
6503                                         if (!rsurface.texture->currentlayers->depthmask)
6504                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6505                                         else if (ent == r_refdef.scene.worldentity)
6506                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6507                                         else
6508                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6509                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6510                                         CHECKGLERROR
6511                                         qglBegin(GL_LINES);
6512                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6513                                         {
6514 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6515                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6516                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6517                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6518                                         }
6519                                         qglEnd();
6520                                         CHECKGLERROR
6521                                 }
6522                                 if (r_shownormals.value > 0)
6523                                 {
6524                                         qglBegin(GL_LINES);
6525                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6526                                         {
6527                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6528                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6529                                                 qglVertex3f(v[0], v[1], v[2]);
6530                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6531                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6532                                                 qglVertex3f(v[0], v[1], v[2]);
6533                                         }
6534                                         qglEnd();
6535                                         CHECKGLERROR
6536                                         qglBegin(GL_LINES);
6537                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6538                                         {
6539                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6540                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6541                                                 qglVertex3f(v[0], v[1], v[2]);
6542                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6543                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6544                                                 qglVertex3f(v[0], v[1], v[2]);
6545                                         }
6546                                         qglEnd();
6547                                         CHECKGLERROR
6548                                         qglBegin(GL_LINES);
6549                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6550                                         {
6551                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6552                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6553                                                 qglVertex3f(v[0], v[1], v[2]);
6554                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6555                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6556                                                 qglVertex3f(v[0], v[1], v[2]);
6557                                         }
6558                                         qglEnd();
6559                                         CHECKGLERROR
6560                                 }
6561                         }
6562                 }
6563                 rsurface.texture = NULL;
6564         }
6565 }
6566
6567 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6568 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6569 {
6570         int i, j, endj, f, flagsmask;
6571         msurface_t *surface;
6572         texture_t *t;
6573         model_t *model = r_refdef.scene.worldmodel;
6574         const int maxsurfacelist = 1024;
6575         int numsurfacelist = 0;
6576         msurface_t *surfacelist[1024];
6577         if (model == NULL)
6578                 return;
6579
6580         RSurf_ActiveWorldEntity();
6581
6582         // update light styles on this submodel
6583         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6584         {
6585                 model_brush_lightstyleinfo_t *style;
6586                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6587                 {
6588                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6589                         {
6590                                 msurface_t *surfaces = model->data_surfaces;
6591                                 int *list = style->surfacelist;
6592                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6593                                 for (j = 0;j < style->numsurfaces;j++)
6594                                         surfaces[list[j]].cached_dlight = true;
6595                         }
6596                 }
6597         }
6598
6599         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6600         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6601
6602         if (debug)
6603         {
6604                 R_DrawDebugModel(r_refdef.scene.worldentity);
6605                 return;
6606         }
6607
6608         f = 0;
6609         t = NULL;
6610         rsurface.uselightmaptexture = false;
6611         rsurface.texture = NULL;
6612         rsurface.rtlight = NULL;
6613         numsurfacelist = 0;
6614         j = model->firstmodelsurface;
6615         endj = j + model->nummodelsurfaces;
6616         while (j < endj)
6617         {
6618                 // quickly skip over non-visible surfaces
6619                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6620                         ;
6621                 // quickly iterate over visible surfaces
6622                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6623                 {
6624                         // process this surface
6625                         surface = model->data_surfaces + j;
6626                         // if this surface fits the criteria, add it to the list
6627                         if (surface->num_triangles)
6628                         {
6629                                 // if lightmap parameters changed, rebuild lightmap texture
6630                                 if (surface->cached_dlight)
6631                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6632                                 // add face to draw list
6633                                 surfacelist[numsurfacelist++] = surface;
6634                                 r_refdef.stats.world_triangles += surface->num_triangles;
6635                                 if (numsurfacelist >= maxsurfacelist)
6636                                 {
6637                                         r_refdef.stats.world_surfaces += numsurfacelist;
6638                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6639                                         numsurfacelist = 0;
6640                                 }
6641                         }
6642                 }
6643         }
6644         r_refdef.stats.world_surfaces += numsurfacelist;
6645         if (numsurfacelist)
6646                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6647         GL_AlphaTest(false);
6648 }
6649
6650 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6651 {
6652         int i, j, f, flagsmask;
6653         msurface_t *surface, *endsurface;
6654         texture_t *t;
6655         model_t *model = ent->model;
6656         const int maxsurfacelist = 1024;
6657         int numsurfacelist = 0;
6658         msurface_t *surfacelist[1024];
6659         if (model == NULL)
6660                 return;
6661
6662         // if the model is static it doesn't matter what value we give for
6663         // wantnormals and wanttangents, so this logic uses only rules applicable
6664         // to a model, knowing that they are meaningless otherwise
6665         if (ent == r_refdef.scene.worldentity)
6666                 RSurf_ActiveWorldEntity();
6667         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6668                 RSurf_ActiveModelEntity(ent, false, false);
6669         else
6670                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6671
6672         // update light styles
6673         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6674         {
6675                 model_brush_lightstyleinfo_t *style;
6676                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6677                 {
6678                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6679                         {
6680                                 msurface_t *surfaces = model->data_surfaces;
6681                                 int *list = style->surfacelist;
6682                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6683                                 for (j = 0;j < style->numsurfaces;j++)
6684                                         surfaces[list[j]].cached_dlight = true;
6685                         }
6686                 }
6687         }
6688
6689         R_UpdateAllTextureInfo(ent);
6690         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6691
6692         if (debug)
6693         {
6694                 R_DrawDebugModel(ent);
6695                 return;
6696         }
6697
6698         f = 0;
6699         t = NULL;
6700         rsurface.uselightmaptexture = false;
6701         rsurface.texture = NULL;
6702         rsurface.rtlight = NULL;
6703         numsurfacelist = 0;
6704         surface = model->data_surfaces + model->firstmodelsurface;
6705         endsurface = surface + model->nummodelsurfaces;
6706         for (;surface < endsurface;surface++)
6707         {
6708                 // if this surface fits the criteria, add it to the list
6709                 if (surface->num_triangles)
6710                 {
6711                         // if lightmap parameters changed, rebuild lightmap texture
6712                         if (surface->cached_dlight)
6713                                 R_BuildLightMap(ent, surface);
6714                         // add face to draw list
6715                         surfacelist[numsurfacelist++] = surface;
6716                         r_refdef.stats.entities_triangles += surface->num_triangles;
6717                         if (numsurfacelist >= maxsurfacelist)
6718                         {
6719                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6720                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6721                                 numsurfacelist = 0;
6722                         }
6723                 }
6724         }
6725         r_refdef.stats.entities_surfaces += numsurfacelist;
6726         if (numsurfacelist)
6727                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6728         GL_AlphaTest(false);
6729 }