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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 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "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"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
61 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)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 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"};
65 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"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 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"};
68 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"};
69 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"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
75 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 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"};
91 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
96
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
105
106 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)"};
107
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 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)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 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)"};
115 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)"};
116 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)"};
117 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)"};
118 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)"};
119
120 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)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 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"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
125
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
130
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
138
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 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)"};
143
144 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"};
145
146 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"};
147
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
149
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 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"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
157
158 extern cvar_t v_glslgamma;
159
160 extern qboolean v_flipped_state;
161
162 static struct r_bloomstate_s
163 {
164         qboolean enabled;
165         qboolean hdr;
166
167         int bloomwidth, bloomheight;
168
169         int screentexturewidth, screentextureheight;
170         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
171
172         int bloomtexturewidth, bloomtextureheight;
173         rtexture_t *texture_bloom;
174
175         // arrays for rendering the screen passes
176         float screentexcoord2f[8];
177         float bloomtexcoord2f[8];
178         float offsettexcoord2f[8];
179
180         r_viewport_t viewport;
181 }
182 r_bloomstate;
183
184 r_waterstate_t r_waterstate;
185
186 /// shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 rtexture_t *r_texture_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
200
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
204
205 typedef struct r_qwskincache_s
206 {
207         char name[MAX_QPATH];
208         skinframe_t *skinframe;
209 }
210 r_qwskincache_t;
211
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
214
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
217 {
218         0, 0, 0,
219         1, 0, 0,
220         1, 1, 0,
221         0, 1, 0
222 };
223
224 extern void R_DrawModelShadows(void);
225
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = in[0] * r;
232                 out[1] = in[1] * g;
233                 out[2] = in[2] * b;
234                 out[3] = in[3];
235                 in += 4;
236                 out += 4;
237         }
238 }
239
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
241 {
242         int i;
243         for (i = 0;i < verts;i++)
244         {
245                 out[0] = r;
246                 out[1] = g;
247                 out[2] = b;
248                 out[3] = a;
249                 out += 4;
250         }
251 }
252
253 // FIXME: move this to client?
254 void FOG_clear(void)
255 {
256         if (gamemode == GAME_NEHAHRA)
257         {
258                 Cvar_Set("gl_fogenable", "0");
259                 Cvar_Set("gl_fogdensity", "0.2");
260                 Cvar_Set("gl_fogred", "0.3");
261                 Cvar_Set("gl_foggreen", "0.3");
262                 Cvar_Set("gl_fogblue", "0.3");
263         }
264         r_refdef.fog_density = 0;
265         r_refdef.fog_red = 0;
266         r_refdef.fog_green = 0;
267         r_refdef.fog_blue = 0;
268         r_refdef.fog_alpha = 1;
269         r_refdef.fog_start = 0;
270         r_refdef.fog_end = 16384;
271         r_refdef.fog_height = 1<<30;
272         r_refdef.fog_fadedepth = 128;
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 "// enable various extensions depending on permutation:\n"
456 "\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
459 "#endif\n"
460 "\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "#   extension GL_EXT_gpu_shader4 : enable\n"
464 "# endif\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "#   extension GL_ARB_texture_gather : enable\n"
467 "# else\n"
468 "#   ifdef GL_AMD_texture_texture4\n"
469 "#     extension GL_AMD_texture_texture4 : enable\n"
470 "#   endif\n"
471 "# endif\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
480 "#endif\n"
481 "\n"
482 "// common definitions between vertex shader and fragment shader:\n"
483 "\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
489 "//#else\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
494 "//#endif\n"
495 "\n"
496 "#ifdef USEFOGINSIDE\n"
497 "# define USEFOG\n"
498 "#else\n"
499 "# ifdef USEFOGOUTSIDE\n"
500 "#  define USEFOG\n"
501 "# endif\n"
502 "#endif\n"
503 "\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
505 "\n"
506 "# ifdef VERTEX_SHADER\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_Position = ftransform();\n"
510 "}\n"
511 "# endif\n"
512 "\n"
513 "#else\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_Position = ftransform();\n"
519 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
520 "}\n"
521 "# endif\n"
522 "# ifdef FRAGMENT_SHADER\n"
523 "void main(void)\n"
524 "{\n"
525 "       gl_FragColor = gl_Color;\n"
526 "}\n"
527 "# endif\n"
528 "\n"
529 "#else // !MODE_SHOWDEPTH\n"
530 "\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
533 "void main(void)\n"
534 "{\n"
535 "       gl_FrontColor = gl_Color;\n"
536 "       gl_Position = ftransform();\n"
537 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
538 "#ifdef USEBLOOM\n"
539 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
540 "#endif\n"
541 "}\n"
542 "# endif\n"
543 "# ifdef FRAGMENT_SHADER\n"
544 "\n"
545 "uniform sampler2D Texture_First;\n"
546 "#ifdef USEBLOOM\n"
547 "uniform sampler2D Texture_Second;\n"
548 "#endif\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
551 "#endif\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
554 "#endif\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
557 "#endif\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
568 "#ifdef USEBLOOM\n"
569 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "#endif\n"
571 "#ifdef USEVIEWTINT\n"
572 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
573 "#endif\n"
574 "\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
578 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
583 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
584 "#endif\n"
585 "\n"
586 "#ifdef USESATURATION\n"
587 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
597 "#endif\n"
598 "}\n"
599 "# endif\n"
600 "\n"
601 "\n"
602 "#else\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FrontColor = gl_Color;\n"
608 "#  ifdef USEDIFFUSE\n"
609 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
610 "#  endif\n"
611 "#  ifdef USESPECULAR\n"
612 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
613 "#  endif\n"
614 "       gl_Position = ftransform();\n"
615 "}\n"
616 "# endif\n"
617 "# ifdef FRAGMENT_SHADER\n"
618 "\n"
619 "#  ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
621 "#  endif\n"
622 "#  ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
624 "#  endif\n"
625 "\n"
626 "void main(void)\n"
627 "{\n"
628 "       gl_FragColor = gl_Color;\n"
629 "#  ifdef USEDIFFUSE\n"
630 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
631 "#  endif\n"
632 "\n"
633 "#  ifdef USESPECULAR\n"
634 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
635 "#  endif\n"
636 "#  ifdef USECOLORMAPPING\n"
637 "       gl_FragColor *= tex2;\n"
638 "#  endif\n"
639 "#  ifdef USEGLOW\n"
640 "       gl_FragColor += tex2;\n"
641 "#  endif\n"
642 "#  ifdef USEVERTEXTEXTUREBLEND\n"
643 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
644 "#  endif\n"
645 "}\n"
646 "# endif\n"
647 "\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FrontColor = gl_Color;\n"
654 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 "       gl_Position = ftransform();\n"
656 "}\n"
657 "# endif\n"
658 "# ifdef FRAGMENT_SHADER\n"
659 "\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
662 "\n"
663 "void main(void)\n"
664 "{\n"
665 "       int i;\n"
666 "       vec2 tc = gl_TexCoord[0].xy;\n"
667 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 "       tc += BloomBlur_Parameters.xy;\n"
669 "       for (i = 1;i < SAMPLES;i++)\n"
670 "       {\n"
671 "               color += texture2D(Texture_First, tc).rgb;\n"
672 "               tc += BloomBlur_Parameters.xy;\n"
673 "       }\n"
674 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
675 "}\n"
676 "# endif\n"
677 "\n"
678 "#else // !MODE_BLOOMBLUR\n"
679 "\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
683 "#endif\n"
684 "varying vec2 TexCoordLightmap;\n"
685 "\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
688 "#endif\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
692 "#endif\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
695 "#endif\n"
696 "\n"
697 "varying vec3 EyeVector;\n"
698 "#ifdef USEFOG\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
701 "#endif\n"
702 "\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
709 "#endif\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
712 "#endif\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
715 "#endif\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
723 "\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
728 "\n"
729 "// 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"
730 "\n"
731 "void main(void)\n"
732 "{\n"
733 "       gl_FrontColor = gl_Color;\n"
734 "       // copy the surface texcoord\n"
735 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
738 "#endif\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
742 "# endif\n"
743 "#endif\n"
744 "\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 "       // transform vertex position into light attenuation/cubemap space\n"
747 "       // (-1 to +1 across the light box)\n"
748 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
749 "\n"
750 "       // transform unnormalized light direction into tangent space\n"
751 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 "       //  normalize it per pixel)\n"
753 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
757 "#endif\n"
758 "\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
763 "#endif\n"
764 "\n"
765 "       // transform unnormalized eye direction into tangent space\n"
766 "#ifndef USEFOG\n"
767 "       vec3 EyeVectorModelSpace;\n"
768 "#endif\n"
769 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
773 "\n"
774 "#ifdef USEFOG\n"
775 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
776 "#endif\n"
777 "\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 "       VectorS = gl_MultiTexCoord1.xyz;\n"
780 "       VectorT = gl_MultiTexCoord2.xyz;\n"
781 "       VectorR = gl_MultiTexCoord3.xyz;\n"
782 "#endif\n"
783 "\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
788 "//#endif\n"
789 "\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
791 "       // rendering\n"
792 "       gl_Position = ftransform();\n"
793 "\n"
794 "#ifdef MODE_WATER\n"
795 "       ModelViewProjectionPosition = gl_Position;\n"
796 "#endif\n"
797 "#ifdef MODE_REFRACTION\n"
798 "       ModelViewProjectionPosition = gl_Position;\n"
799 "#endif\n"
800 "#ifdef USEREFLECTION\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "#endif\n"
803 "}\n"
804 "\n"
805 "#endif // VERTEX_SHADER\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
812 "\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
831 "\n"
832 "#define showshadowmap 0\n"
833 "\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
837 "# else\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
839 "# endif\n"
840 "#endif\n"
841 "\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
845 "# else\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
847 "# endif\n"
848 "#endif\n"
849 "\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
857 "# else\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
859 "# endif\n"
860 "#endif\n"
861 "\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
869 "\n"
870 "uniform myhalf4 TintColor;\n"
871 "\n"
872 "\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
881 "//#else\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//#  ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
889 "//#  endif\n"
890 "//# else\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
896 "//#  endif\n"
897 "//# endif\n"
898 "//#endif\n"
899 "\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
902 "\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
908 "\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
913 "\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
916 "{\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 "       // 14 sample relief mapping: linear search and then binary search\n"
919 "       // this basically steps forward a small amount repeatedly until it finds\n"
920 "       // itself inside solid, then jitters forward and back using decreasing\n"
921 "       // amounts to find the impact\n"
922 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 "       vec3 RT = vec3(TexCoord, 1);\n"
926 "       OffsetVector *= 0.1;\n"
927 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
937 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
938 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
939 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
941 "       return RT.xy;\n"
942 "#else\n"
943 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 "       // this basically moves forward the full distance, and then backs up based\n"
945 "       // on height of samples\n"
946 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 "       TexCoord += OffsetVector;\n"
950 "       OffsetVector *= 0.333;\n"
951 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 "       return TexCoord;\n"
955 "#endif\n"
956 "}\n"
957 "#endif // USEOFFSETMAPPING\n"
958 "\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
962 "#endif\n"
963 "\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
966 "{\n"
967 "       vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
969 "       vec2 tc;\n"
970 "       vec2 offset;\n"
971 "       float ma;\n"
972 "       if (adir.x > adir.y)\n"
973 "       {\n"
974 "               if (adir.x > adir.z) // X\n"
975 "               {\n"
976 "                       ma = adir.x;\n"
977 "                       tc = dir.zy;\n"
978 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
979 "               }\n"
980 "               else // Z\n"
981 "               {\n"
982 "                       ma = adir.z;\n"
983 "                       tc = dir.xy;\n"
984 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
985 "               }\n"
986 "       }\n"
987 "       else\n"
988 "       {\n"
989 "               if (adir.y > adir.z) // Y\n"
990 "               {\n"
991 "                       ma = adir.y;\n"
992 "                       tc = dir.xz;\n"
993 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
994 "               }\n"
995 "               else // Z\n"
996 "               {\n"
997 "                       ma = adir.z;\n"
998 "                       tc = dir.xy;\n"
999 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1000 "               }\n"
1001 "       }\n"
1002 "\n"
1003 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 "       stc.z += ShadowMap_Parameters.z;\n"
1006 "#  if showshadowmap\n"
1007 "       stc.xy *= ShadowMap_TextureScale;\n"
1008 "#  endif\n"
1009 "       return stc;\n"
1010 "# else\n"
1011 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 "       stc.z += ShadowMap_Parameters.z;\n"
1016 "#  if showshadowmap\n"
1017 "       stc.xy *= ShadowMap_TextureScale;\n"
1018 "#  endif\n"
1019 "       return stc;\n"
1020 "# endif\n"
1021 "}\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1023 "\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 adir = abs(dir);\n"
1028 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1029 "}\n"
1030 "#endif\n"
1031 "\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1035 "{\n"
1036 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1037 "       float f;\n"
1038 "#  ifdef USESHADOWSAMPLER\n"
1039 "\n"
1040 "#    ifdef USESHADOWMAPPCF\n"
1041 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1043 "#    else\n"
1044 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1045 "#    endif\n"
1046 "\n"
1047 "#  else\n"
1048 "\n"
1049 "#    ifdef USESHADOWMAPPCF\n"
1050 "#      if USESHADOWMAPPCF > 1\n"
1051 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1054 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1055 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1056 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1057 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "#      else\n"
1060 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 "    vec2 offset = fract(shadowmaptc.xy);\n"
1062 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1064 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1065 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1067 "#      endif\n"
1068 "#    else\n"
1069 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1070 "#    endif\n"
1071 "\n"
1072 "#  endif\n"
1073 "       return f;\n"
1074 "}\n"
1075 "# endif\n"
1076 "\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1079 "{\n"
1080 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1081 "    float f;\n"
1082 "\n"
1083 "#  ifdef USESHADOWSAMPLER\n"
1084 "#    ifdef USESHADOWMAPPCF\n"
1085 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1086 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1088 "#    else\n"
1089 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1090 "#    endif\n"
1091 "#  else\n"
1092 "#    ifdef USESHADOWMAPPCF\n"
1093 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "#      ifdef GL_ARB_texture_gather\n"
1095 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1096 "#      else\n"
1097 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1098 "#      endif\n"
1099 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 "    center *= ShadowMap_TextureScale;\n"
1101 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1104 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1105 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1108 "#     else\n"
1109 "#      ifdef GL_EXT_gpu_shader4\n"
1110 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1111 "#      else\n"
1112 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1113 "#      endif\n"
1114 "#      if USESHADOWMAPPCF > 1\n"
1115 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 "    center *= ShadowMap_TextureScale;\n"
1117 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1118 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1119 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1120 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1121 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1123 "#      else\n"
1124 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1127 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1128 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1130 "#      endif\n"
1131 "#     endif\n"
1132 "#    else\n"
1133 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1134 "#    endif\n"
1135 "#  endif\n"
1136 "    return f;\n"
1137 "}\n"
1138 "# endif\n"
1139 "\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1142 "{\n"
1143 "    // apply depth texture cubemap as light filter\n"
1144 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1145 "    float f;\n"
1146 "#  ifdef USESHADOWSAMPLER\n"
1147 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1148 "#  else\n"
1149 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1150 "#  endif\n"
1151 "    return f;\n"
1152 "}\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef MODE_WATER\n"
1157 "\n"
1158 "// water pass\n"
1159 "void main(void)\n"
1160 "{\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 "       // apply offsetmapping\n"
1163 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1165 "#endif\n"
1166 "\n"
1167 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 "       // FIXME temporary hack to detect the case that the reflection\n"
1172 "       // gets blackened at edges due to leaving the area that contains actual\n"
1173 "       // content.\n"
1174 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1175 "       // 'appening.\n"
1176 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1188 "}\n"
1189 "\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1192 "\n"
1193 "// refraction pass\n"
1194 "void main(void)\n"
1195 "{\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 "       // apply offsetmapping\n"
1198 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1200 "#endif\n"
1201 "\n"
1202 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 "       // FIXME temporary hack to detect the case that the reflection\n"
1207 "       // gets blackened at edges due to leaving the area that contains actual\n"
1208 "       // content.\n"
1209 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1210 "       // 'appening.\n"
1211 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1217 "}\n"
1218 "\n"
1219 "#else // !MODE_REFRACTION\n"
1220 "void main(void)\n"
1221 "{\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 "       // apply offsetmapping\n"
1224 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1226 "#endif\n"
1227 "\n"
1228 "       // combine the diffuse textures (base, pants, shirt)\n"
1229 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1232 "#endif\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1238 "       color.a = 1.0;\n"
1239 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1240 "#endif\n"
1241 "\n"
1242 "#ifdef USEDIFFUSE\n"
1243 "       // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "#  ifdef USESPECULAR\n"
1247 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1248 "#  endif\n"
1249 "# else\n"
1250 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "#  ifdef USESPECULAR\n"
1252 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1253 "#  endif\n"
1254 "# endif\n"
1255 "#endif\n"
1256 "\n"
1257 "\n"
1258 "\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 "       // light source\n"
1261 "\n"
1262 "       // calculate surface normal, light normal, and specular normal\n"
1263 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1264 "       // scale by light color and attenuation as efficiently as possible\n"
1265 "       // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 "       // get the light normal\n"
1268 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1269 "# endif\n"
1270 "# ifdef USESPECULAR\n"
1271 "#  ifndef USEEXACTSPECULARMATH\n"
1272 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1273 "\n"
1274 "#  endif\n"
1275 "       // calculate directional shading\n"
1276 "#  ifdef USEEXACTSPECULARMATH\n"
1277 "       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(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1278 "#  else\n"
1279 "       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"
1280 "#  endif\n"
1281 "# else\n"
1282 "#  ifdef USEDIFFUSE\n"
1283 "       // calculate directional shading\n"
1284 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1285 "#  else\n"
1286 "       // calculate directionless shading\n"
1287 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1288 "#  endif\n"
1289 "# endif\n"
1290 "\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1294 "#endif\n"
1295 "#endif\n"
1296 "\n"
1297 "# ifdef USECUBEFILTER\n"
1298 "       // apply light cubemap filter\n"
1299 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1301 "# endif\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 "       // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 "       // get the light normal\n"
1311 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1312 "# endif\n"
1313 "# ifdef USESPECULAR\n"
1314 "       // calculate directional shading\n"
1315 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "#  ifdef USEEXACTSPECULARMATH\n"
1317 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1318 "#  else\n"
1319 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1321 "#  endif\n"
1322 "# else\n"
1323 "#  ifdef USEDIFFUSE\n"
1324 "\n"
1325 "       // calculate directional shading\n"
1326 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1327 "#  else\n"
1328 "       color.rgb *= AmbientColor;\n"
1329 "#  endif\n"
1330 "# endif\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1332 "\n"
1333 "\n"
1334 "\n"
1335 "\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1338 "\n"
1339 "       // get the light normal\n"
1340 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 "       myhalf3 diffusenormal;\n"
1342 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "#  ifdef USEEXACTSPECULARMATH\n"
1358 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1359 "#  else\n"
1360 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1362 "#  endif\n"
1363 "# endif\n"
1364 "\n"
1365 "       // apply lightmap color\n"
1366 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1374 "\n"
1375 "       // get the light normal\n"
1376 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "#  ifdef USEEXACTSPECULARMATH\n"
1381 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1382 "#  else\n"
1383 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1385 "#  endif\n"
1386 "# endif\n"
1387 "\n"
1388 "       // apply lightmap color\n"
1389 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1391 "\n"
1392 "\n"
1393 "\n"
1394 "\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 "       // apply lightmap color\n"
1397 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1399 "\n"
1400 "\n"
1401 "\n"
1402 "\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 "       // apply lightmap color\n"
1405 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1413 "\n"
1414 "\n"
1415 "\n"
1416 "\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "       color *= TintColor;\n"
1421 "\n"
1422 "#ifdef USEGLOW\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1425 "#else\n"
1426 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1427 "#endif\n"
1428 "#endif\n"
1429 "\n"
1430 "       color.rgb *= SceneBrightness;\n"
1431 "\n"
1432 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1433 "#ifdef USEFOG\n"
1434 "       float fogfrac;\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1437 "#else\n"
1438 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1439 "#endif\n"
1440 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1441 "//     if (FogPlaneViewDist >= 0.0)\n"
1442 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1443 "//     else\n"
1444 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "//     if (FogPlaneViewDist >= 0.0)\n"
1447 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1448 "//     else\n"
1449 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1454 "\n"
1455 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 "       //float fade = -0.5/128.0;\n"
1457 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1465 "//# endif\n"
1466 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1467 "#endif\n"
1468 "\n"
1469 "       // 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"
1470 "#ifdef USEREFLECTION\n"
1471 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 "       // FIXME temporary hack to detect the case that the reflection\n"
1476 "       // gets blackened at edges due to leaving the area that contains actual\n"
1477 "       // content.\n"
1478 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1479 "       // 'appening.\n"
1480 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1486 "#endif\n"
1487 "\n"
1488 "       gl_FragColor = vec4(color);\n"
1489 "\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "#  ifdef USESHADOWSAMPLER\n"
1493 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1494 "#  else\n"
1495 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1496 "#  endif\n"
1497 "# endif\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "#  ifdef USESHADOWSAMPLER\n"
1500 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1501 "#  else\n"
1502 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1503 "#  endif\n"
1504 "# endif\n"
1505 "\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "#  ifdef USESHADOWSAMPLER\n"
1508 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1509 "#  else\n"
1510 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1511 "#  endif\n"
1512 "# endif\n"
1513 "#endif\n"
1514 "}\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1517 "\n"
1518 "#endif // FRAGMENT_SHADER\n"
1519 "\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1525 ;
1526
1527 typedef struct shaderpermutationinfo_s
1528 {
1529         const char *pretext;
1530         const char *name;
1531 }
1532 shaderpermutationinfo_t;
1533
1534 typedef struct shadermodeinfo_s
1535 {
1536         const char *vertexfilename;
1537         const char *geometryfilename;
1538         const char *fragmentfilename;
1539         const char *pretext;
1540         const char *name;
1541 }
1542 shadermodeinfo_t;
1543
1544 typedef enum shaderpermutation_e
1545 {
1546         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1572 }
1573 shaderpermutation_t;
1574
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1577 {
1578         {"#define USEDIFFUSE\n", " diffuse"},
1579         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580         {"#define USEVIEWTINT\n", " viewtint"},
1581         {"#define USECOLORMAPPING\n", " colormapping"},
1582         {"#define USESATURATION\n", " saturation"},
1583         {"#define USEFOGINSIDE\n", " foginside"},
1584         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585         {"#define USEGAMMARAMPS\n", " gammaramps"},
1586         {"#define USECUBEFILTER\n", " cubefilter"},
1587         {"#define USEGLOW\n", " glow"},
1588         {"#define USEBLOOM\n", " bloom"},
1589         {"#define USESPECULAR\n", " specular"},
1590         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592         {"#define USEREFLECTION\n", " reflection"},
1593         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1602 };
1603
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1606 {
1607         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1620         SHADERMODE_COUNT
1621 }
1622 shadermode_t;
1623
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1626 {
1627         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1640 };
1641
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1644 {
1645         /// hash lookup data
1646         struct r_glsl_permutation_s *hashnext;
1647         unsigned int mode;
1648         unsigned int permutation;
1649
1650         /// indicates if we have tried compiling this permutation already
1651         qboolean compiled;
1652         /// 0 if compilation failed
1653         int program;
1654         /// locations of detected uniforms in program object, or -1 if not found
1655         int loc_Texture_First;
1656         int loc_Texture_Second;
1657         int loc_Texture_GammaRamps;
1658         int loc_Texture_Normal;
1659         int loc_Texture_Color;
1660         int loc_Texture_Gloss;
1661         int loc_Texture_Glow;
1662         int loc_Texture_SecondaryNormal;
1663         int loc_Texture_SecondaryColor;
1664         int loc_Texture_SecondaryGloss;
1665         int loc_Texture_SecondaryGlow;
1666         int loc_Texture_Pants;
1667         int loc_Texture_Shirt;
1668         int loc_Texture_FogMask;
1669         int loc_Texture_Lightmap;
1670         int loc_Texture_Deluxemap;
1671         int loc_Texture_Attenuation;
1672         int loc_Texture_Cube;
1673         int loc_Texture_Refraction;
1674         int loc_Texture_Reflection;
1675         int loc_Texture_ShadowMapRect;
1676         int loc_Texture_ShadowMapCube;
1677         int loc_Texture_ShadowMap2D;
1678         int loc_Texture_CubeProjection;
1679         int loc_FogColor;
1680         int loc_LightPosition;
1681         int loc_EyePosition;
1682         int loc_Color_Pants;
1683         int loc_Color_Shirt;
1684         int loc_FogPlane;
1685         int loc_FogPlaneViewDist;
1686         int loc_FogRangeRecip;
1687         int loc_FogHeightFade;
1688         int loc_AmbientScale;
1689         int loc_DiffuseScale;
1690         int loc_SpecularScale;
1691         int loc_SpecularPower;
1692         int loc_GlowColor;
1693         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694         int loc_OffsetMapping_Scale;
1695         int loc_TintColor;
1696         int loc_AmbientColor;
1697         int loc_DiffuseColor;
1698         int loc_SpecularColor;
1699         int loc_LightDir;
1700         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701         int loc_GammaCoeff; ///< 1 / gamma
1702         int loc_DistortScaleRefractReflect;
1703         int loc_ScreenScaleRefractReflect;
1704         int loc_ScreenCenterRefractReflect;
1705         int loc_RefractColor;
1706         int loc_ReflectColor;
1707         int loc_ReflectFactor;
1708         int loc_ReflectOffset;
1709         int loc_UserVec1;
1710         int loc_UserVec2;
1711         int loc_UserVec3;
1712         int loc_UserVec4;
1713         int loc_ClientTime;
1714         int loc_PixelSize;
1715         int loc_Saturation;
1716         int loc_ShadowMap_TextureScale;
1717         int loc_ShadowMap_Parameters;
1718 }
1719 r_glsl_permutation_t;
1720
1721 #define SHADERPERMUTATION_HASHSIZE 256
1722
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1729
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1731 {
1732         //unsigned int hashdepth = 0;
1733         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734         r_glsl_permutation_t *p;
1735         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1736         {
1737                 if (p->mode == mode && p->permutation == permutation)
1738                 {
1739                         //if (hashdepth > 10)
1740                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1741                         return p;
1742                 }
1743                 //hashdepth++;
1744         }
1745         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1746         p->mode = mode;
1747         p->permutation = permutation;
1748         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749         r_glsl_permutationhash[mode][hashindex] = p;
1750         //if (hashdepth > 10)
1751         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1752         return p;
1753 }
1754
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1756 {
1757         char *shaderstring;
1758         if (!filename || !filename[0])
1759                 return NULL;
1760         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1761         if (shaderstring)
1762         {
1763                 if (printfromdisknotice)
1764                         Con_DPrint("from disk... ");
1765                 return shaderstring;
1766         }
1767         else if (!strcmp(filename, "glsl/default.glsl"))
1768         {
1769                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1771         }
1772         return shaderstring;
1773 }
1774
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1776 {
1777         int i;
1778         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779         int vertstrings_count = 0;
1780         int geomstrings_count = 0;
1781         int fragstrings_count = 0;
1782         char *vertexstring, *geometrystring, *fragmentstring;
1783         const char *vertstrings_list[32+3];
1784         const char *geomstrings_list[32+3];
1785         const char *fragstrings_list[32+3];
1786         char permutationname[256];
1787
1788         if (p->compiled)
1789                 return;
1790         p->compiled = true;
1791         p->program = 0;
1792
1793         permutationname[0] = 0;
1794         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1797
1798         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1799
1800         // the first pretext is which type of shader to compile as
1801         // (later these will all be bound together as a program object)
1802         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1805
1806         // the second pretext is the mode (for example a light source)
1807         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1811
1812         // now add all the permutation pretexts
1813         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1814         {
1815                 if (permutation & (1<<i))
1816                 {
1817                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1821                 }
1822                 else
1823                 {
1824                         // keep line numbers correct
1825                         vertstrings_list[vertstrings_count++] = "\n";
1826                         geomstrings_list[geomstrings_count++] = "\n";
1827                         fragstrings_list[fragstrings_count++] = "\n";
1828                 }
1829         }
1830
1831         // now append the shader text itself
1832         vertstrings_list[vertstrings_count++] = vertexstring;
1833         geomstrings_list[geomstrings_count++] = geometrystring;
1834         fragstrings_list[fragstrings_count++] = fragmentstring;
1835
1836         // if any sources were NULL, clear the respective list
1837         if (!vertexstring)
1838                 vertstrings_count = 0;
1839         if (!geometrystring)
1840                 geomstrings_count = 0;
1841         if (!fragmentstring)
1842                 fragstrings_count = 0;
1843
1844         // compile the shader program
1845         if (vertstrings_count + geomstrings_count + fragstrings_count)
1846                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1847         if (p->program)
1848         {
1849                 CHECKGLERROR
1850                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851                 // look up all the uniform variable names we care about, so we don't
1852                 // have to look them up every time we set them
1853                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1854                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1855                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1858                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1877                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1878                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1879                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1880                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1881                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1883                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1887                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1889                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1890                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1891                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1894                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1895                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1897                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1898                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1903                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1904                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1908                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1909                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1910                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1911                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1912                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1913                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1914                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916                 // initialize the samplers to refer to the texture units we use
1917                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1918                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1919                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1920                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1921                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1922                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1923                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1924                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1928                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1929                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1930                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1931                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1932                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1933                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1934                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1935                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1936                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1937                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1938                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1939                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1940                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1941                 CHECKGLERROR
1942                 if (developer.integer)
1943                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1944         }
1945         else
1946                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1947
1948         // free the strings
1949         if (vertexstring)
1950                 Mem_Free(vertexstring);
1951         if (geometrystring)
1952                 Mem_Free(geometrystring);
1953         if (fragmentstring)
1954                 Mem_Free(fragmentstring);
1955 }
1956
1957 void R_GLSL_Restart_f(void)
1958 {
1959         unsigned int i, limit;
1960         r_glsl_permutation_t *p;
1961         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962         for (i = 0;i < limit;i++)
1963         {
1964                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1965                 {
1966                         GL_Backend_FreeProgram(p->program);
1967                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1968                 }
1969         }
1970         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1971 }
1972
1973 void R_GLSL_DumpShader_f(void)
1974 {
1975         int i;
1976
1977         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1978         if(!file)
1979         {
1980                 Con_Printf("failed to write to glsl/default.glsl\n");
1981                 return;
1982         }
1983
1984         FS_Print(file, "/* The engine may define the following macros:\n");
1985         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986         for (i = 0;i < SHADERMODE_COUNT;i++)
1987                 FS_Print(file, shadermodeinfo[i].pretext);
1988         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989                 FS_Print(file, shaderpermutationinfo[i].pretext);
1990         FS_Print(file, "*/\n");
1991         FS_Print(file, builtinshaderstring);
1992         FS_Close(file);
1993
1994         Con_Printf("glsl/default.glsl written\n");
1995 }
1996
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1998 {
1999         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000         if (r_glsl_permutation != perm)
2001         {
2002                 r_glsl_permutation = perm;
2003                 if (!r_glsl_permutation->program)
2004                 {
2005                         if (!r_glsl_permutation->compiled)
2006                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2007                         if (!r_glsl_permutation->program)
2008                         {
2009                                 // remove features until we find a valid permutation
2010                                 int i;
2011                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2012                                 {
2013                                         // reduce i more quickly whenever it would not remove any bits
2014                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015                                         if (!(permutation & j))
2016                                                 continue;
2017                                         permutation -= j;
2018                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019                                         if (!r_glsl_permutation->compiled)
2020                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2021                                         if (r_glsl_permutation->program)
2022                                                 break;
2023                                 }
2024                                 if (i >= SHADERPERMUTATION_COUNT)
2025                                 {
2026                                         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");
2027                                         Cvar_SetValueQuick(&r_glsl, 0);
2028                                         R_GLSL_Restart_f(); // unload shaders
2029                                         return; // no bit left to clear
2030                                 }
2031                         }
2032                 }
2033                 CHECKGLERROR
2034                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2035         }
2036 }
2037
2038 void R_SetupGenericShader(qboolean usetexture)
2039 {
2040         if (gl_support_fragment_shader)
2041         {
2042                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044                 else if (r_glsl_permutation)
2045                 {
2046                         r_glsl_permutation = NULL;
2047                         qglUseProgramObjectARB(0);CHECKGLERROR
2048                 }
2049         }
2050 }
2051
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2053 {
2054         if (gl_support_fragment_shader)
2055         {
2056                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2058                 else if (r_glsl_permutation)
2059                 {
2060                         r_glsl_permutation = NULL;
2061                         qglUseProgramObjectARB(0);CHECKGLERROR
2062                 }
2063         }
2064         if (!r_glsl_permutation)
2065         {
2066                 if (texturemode == GL_DECAL && gl_combine.integer)
2067                         texturemode = GL_INTERPOLATE_ARB;
2068                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2069         }
2070 }
2071
2072 void R_SetupDepthOrShadowShader(void)
2073 {
2074         if (gl_support_fragment_shader)
2075         {
2076                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078                 else if (r_glsl_permutation)
2079                 {
2080                         r_glsl_permutation = NULL;
2081                         qglUseProgramObjectARB(0);CHECKGLERROR
2082                 }
2083         }
2084 }
2085
2086 void R_SetupShowDepthShader(void)
2087 {
2088         if (gl_support_fragment_shader)
2089         {
2090                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092                 else if (r_glsl_permutation)
2093                 {
2094                         r_glsl_permutation = NULL;
2095                         qglUseProgramObjectARB(0);CHECKGLERROR
2096                 }
2097         }
2098 }
2099
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2112 {
2113         // select a permutation of the lighting shader appropriate to this
2114         // combination of texture, entity, light source, and fogging, only use the
2115         // minimum features necessary to avoid wasting rendering time in the
2116         // fragment shader on features that are not being used
2117         unsigned int permutation = 0;
2118         unsigned int mode = 0;
2119         // TODO: implement geometry-shader based shadow volumes someday
2120         if (r_glsl_offsetmapping.integer)
2121         {
2122                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123                 if (r_glsl_offsetmapping_reliefmapping.integer)
2124                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2125         }
2126         if (rsurfacepass == RSURFPASS_BACKGROUND)
2127         {
2128                 // distorted background
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130                         mode = SHADERMODE_WATER;
2131                 else
2132                         mode = SHADERMODE_REFRACTION;
2133         }
2134         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2135         {
2136                 // light source
2137                 mode = SHADERMODE_LIGHTSOURCE;
2138                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2142                 if (diffusescale > 0)
2143                         permutation |= SHADERPERMUTATION_DIFFUSE;
2144                 if (specularscale > 0)
2145                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146                 if (r_refdef.fogenabled)
2147                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148                 if (rsurface.texture->colormapping)
2149                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2150                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2151                 {
2152                         if (r_shadow_usingshadowmaprect)
2153                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154                         if (r_shadow_usingshadowmap2d)
2155                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156                         if (r_shadow_usingshadowmapcube)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158                         else if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168         }
2169         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2170         {
2171                 // unshaded geometry (fullbright or ambient model lighting)
2172                 mode = SHADERMODE_FLATCOLOR;
2173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176                         permutation |= SHADERPERMUTATION_GLOW;
2177                 if (r_refdef.fogenabled)
2178                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179                 if (rsurface.texture->colormapping)
2180                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2181                 if (r_glsl_offsetmapping.integer)
2182                 {
2183                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                         if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                 }
2187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188                         permutation |= SHADERPERMUTATION_REFLECTION;
2189         }
2190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2191         {
2192                 // directional model lighting
2193                 mode = SHADERMODE_LIGHTDIRECTION;
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197                         permutation |= SHADERPERMUTATION_GLOW;
2198                 permutation |= SHADERPERMUTATION_DIFFUSE;
2199                 if (specularscale > 0)
2200                         permutation |= SHADERPERMUTATION_SPECULAR;
2201                 if (r_refdef.fogenabled)
2202                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203                 if (rsurface.texture->colormapping)
2204                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206                         permutation |= SHADERPERMUTATION_REFLECTION;
2207         }
2208         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2209         {
2210                 // ambient model lighting
2211                 mode = SHADERMODE_LIGHTDIRECTION;
2212                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215                         permutation |= SHADERPERMUTATION_GLOW;
2216                 if (r_refdef.fogenabled)
2217                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218                 if (rsurface.texture->colormapping)
2219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2220                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221                         permutation |= SHADERPERMUTATION_REFLECTION;
2222         }
2223         else
2224         {
2225                 // lightmapped wall
2226                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2227                 {
2228                         // deluxemapping (light direction texture)
2229                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2231                         else
2232                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233                         permutation |= SHADERPERMUTATION_DIFFUSE;
2234                         if (specularscale > 0)
2235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2236                 }
2237                 else if (r_glsl_deluxemapping.integer >= 2)
2238                 {
2239                         // fake deluxemapping (uniform light direction in tangentspace)
2240                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241                         permutation |= SHADERPERMUTATION_DIFFUSE;
2242                         if (specularscale > 0)
2243                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244                 }
2245                 else if (rsurface.uselightmaptexture)
2246                 {
2247                         // ordinary lightmapping (q1bsp, q3bsp)
2248                         mode = SHADERMODE_LIGHTMAP;
2249                 }
2250                 else
2251                 {
2252                         // ordinary vertex coloring (q3bsp)
2253                         mode = SHADERMODE_VERTEXCOLOR;
2254                 }
2255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 if (r_refdef.fogenabled)
2260                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261                 if (rsurface.texture->colormapping)
2262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264                         permutation |= SHADERPERMUTATION_REFLECTION;
2265         }
2266         if(permutation & SHADERPERMUTATION_SPECULAR)
2267                 if(r_shadow_glossexact.integer)
2268                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269         R_SetupShader_SetPermutation(mode, permutation);
2270         if (mode == SHADERMODE_LIGHTSOURCE)
2271         {
2272                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2274                 {
2275                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279                 }
2280                 else
2281                 {
2282                         // ambient only is simpler
2283                         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]);
2284                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2287                 }
2288                 // additive passes are only darkened by fog, not tinted
2289                 if (r_glsl_permutation->loc_FogColor >= 0)
2290                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2292                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293         }
2294         else
2295         {
2296                 if (mode == SHADERMODE_LIGHTDIRECTION)
2297                 {
2298                         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);
2299                         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);
2300                         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);
2301                         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]);
2302                 }
2303                 else
2304                 {
2305                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2308                 }
2309                 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]);
2310                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311                 // additive passes are only darkened by fog, not tinted
2312                 if (r_glsl_permutation->loc_FogColor >= 0)
2313                 {
2314                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2316                         else
2317                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2318                 }
2319                 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);
2320                 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]);
2321                 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]);
2322                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2326         }
2327         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329         if (r_glsl_permutation->loc_Color_Pants >= 0)
2330         {
2331                 if (rsurface.texture->currentskinframe->pants)
2332                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2333                 else
2334                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2335         }
2336         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2337         {
2338                 if (rsurface.texture->currentskinframe->shirt)
2339                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2340                 else
2341                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2342         }
2343         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2344         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2348         {
2349                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350         }
2351         else
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2354         }
2355         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356         CHECKGLERROR
2357 }
2358
2359 #define SKINFRAME_HASH 1024
2360
2361 typedef struct
2362 {
2363         int loadsequence; // incremented each level change
2364         memexpandablearray_t array;
2365         skinframe_t *hash[SKINFRAME_HASH];
2366 }
2367 r_skinframe_t;
2368 r_skinframe_t r_skinframe;
2369
2370 void R_SkinFrame_PrepareForPurge(void)
2371 {
2372         r_skinframe.loadsequence++;
2373         // wrap it without hitting zero
2374         if (r_skinframe.loadsequence >= 200)
2375                 r_skinframe.loadsequence = 1;
2376 }
2377
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 {
2380         if (!skinframe)
2381                 return;
2382         // mark the skinframe as used for the purging code
2383         skinframe->loadsequence = r_skinframe.loadsequence;
2384 }
2385
2386 void R_SkinFrame_Purge(void)
2387 {
2388         int i;
2389         skinframe_t *s;
2390         for (i = 0;i < SKINFRAME_HASH;i++)
2391         {
2392                 for (s = r_skinframe.hash[i];s;s = s->next)
2393                 {
2394                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2395                         {
2396                                 if (s->merged == s->base)
2397                                         s->merged = NULL;
2398                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2400                                 R_PurgeTexture(s->merged);s->merged = NULL;
2401                                 R_PurgeTexture(s->base  );s->base   = NULL;
2402                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2403                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2404                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2405                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2406                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2407                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2408                                 s->loadsequence = 0;
2409                         }
2410                 }
2411         }
2412 }
2413
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2415         skinframe_t *item;
2416         char basename[MAX_QPATH];
2417
2418         Image_StripImageExtension(name, basename, sizeof(basename));
2419
2420         if( last == NULL ) {
2421                 int hashindex;
2422                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423                 item = r_skinframe.hash[hashindex];
2424         } else {
2425                 item = last->next;
2426         }
2427
2428         // linearly search through the hash bucket
2429         for( ; item ; item = item->next ) {
2430                 if( !strcmp( item->basename, basename ) ) {
2431                         return item;
2432                 }
2433         }
2434         return NULL;
2435 }
2436
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 {
2439         skinframe_t *item;
2440         int hashindex;
2441         char basename[MAX_QPATH];
2442
2443         Image_StripImageExtension(name, basename, sizeof(basename));
2444
2445         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448                         break;
2449
2450         if (!item) {
2451                 rtexture_t *dyntexture;
2452                 // check whether its a dynamic texture
2453                 dyntexture = CL_GetDynTexture( basename );
2454                 if (!add && !dyntexture)
2455                         return NULL;
2456                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457                 memset(item, 0, sizeof(*item));
2458                 strlcpy(item->basename, basename, sizeof(item->basename));
2459                 item->base = dyntexture; // either NULL or dyntexture handle
2460                 item->textureflags = textureflags;
2461                 item->comparewidth = comparewidth;
2462                 item->compareheight = compareheight;
2463                 item->comparecrc = comparecrc;
2464                 item->next = r_skinframe.hash[hashindex];
2465                 r_skinframe.hash[hashindex] = item;
2466         }
2467         else if( item->base == NULL )
2468         {
2469                 rtexture_t *dyntexture;
2470                 // check whether its a dynamic texture
2471                 // 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]
2472                 dyntexture = CL_GetDynTexture( basename );
2473                 item->base = dyntexture; // either NULL or dyntexture handle
2474         }
2475
2476         R_SkinFrame_MarkUsed(item);
2477         return item;
2478 }
2479
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2481         { \
2482                 unsigned long long avgcolor[5], wsum; \
2483                 int pix, comp, w; \
2484                 avgcolor[0] = 0; \
2485                 avgcolor[1] = 0; \
2486                 avgcolor[2] = 0; \
2487                 avgcolor[3] = 0; \
2488                 avgcolor[4] = 0; \
2489                 wsum = 0; \
2490                 for(pix = 0; pix < cnt; ++pix) \
2491                 { \
2492                         w = 0; \
2493                         for(comp = 0; comp < 3; ++comp) \
2494                                 w += getpixel; \
2495                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2496                         { \
2497                                 ++wsum; \
2498                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2499                                 w = getpixel; \
2500                                 for(comp = 0; comp < 3; ++comp) \
2501                                         avgcolor[comp] += getpixel * w; \
2502                                 avgcolor[3] += w; \
2503                         } \
2504                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505                         avgcolor[4] += getpixel; \
2506                 } \
2507                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2508                         avgcolor[3] = 1; \
2509                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2513         }
2514
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2516 {
2517         // FIXME: it should be possible to disable loading various layers using
2518         // cvars, to prevent wasted loading time and memory usage if the user does
2519         // not want them
2520         qboolean loadnormalmap = true;
2521         qboolean loadgloss = true;
2522         qboolean loadpantsandshirt = true;
2523         qboolean loadglow = true;
2524         int j;
2525         unsigned char *pixels;
2526         unsigned char *bumppixels;
2527         unsigned char *basepixels = NULL;
2528         int basepixels_width;
2529         int basepixels_height;
2530         skinframe_t *skinframe;
2531
2532         if (has_alpha)
2533                 *has_alpha = false;
2534
2535         if (cls.state == ca_dedicated)
2536                 return NULL;
2537
2538         // return an existing skinframe if already loaded
2539         // if loading of the first image fails, don't make a new skinframe as it
2540         // would cause all future lookups of this to be missing
2541         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542         if (skinframe && skinframe->base)
2543                 return skinframe;
2544
2545         basepixels = loadimagepixelsbgra(name, complain, true);
2546         if (basepixels == NULL)
2547                 return NULL;
2548
2549         if (developer_loading.integer)
2550                 Con_Printf("loading skin \"%s\"\n", name);
2551
2552         // we've got some pixels to store, so really allocate this new texture now
2553         if (!skinframe)
2554                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555         skinframe->stain = NULL;
2556         skinframe->merged = NULL;
2557         skinframe->base = r_texture_notexture;
2558         skinframe->pants = NULL;
2559         skinframe->shirt = NULL;
2560         skinframe->nmap = r_texture_blanknormalmap;
2561         skinframe->gloss = NULL;
2562         skinframe->glow = NULL;
2563         skinframe->fog = NULL;
2564
2565         basepixels_width = image_width;
2566         basepixels_height = image_height;
2567         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);
2568
2569         if (textureflags & TEXF_ALPHA)
2570         {
2571                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572                         if (basepixels[j] < 255)
2573                                 break;
2574                 if (j < basepixels_width * basepixels_height * 4)
2575                 {
2576                         // has transparent pixels
2577                         if (has_alpha)
2578                                 *has_alpha = true;
2579                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580                         for (j = 0;j < image_width * image_height * 4;j += 4)
2581                         {
2582                                 pixels[j+0] = 255;
2583                                 pixels[j+1] = 255;
2584                                 pixels[j+2] = 255;
2585                                 pixels[j+3] = basepixels[j+3];
2586                         }
2587                         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);
2588                         Mem_Free(pixels);
2589                 }
2590         }
2591
2592         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2594
2595         // _norm is the name used by tenebrae and has been adopted as standard
2596         if (loadnormalmap)
2597         {
2598                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2599                 {
2600                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601                         Mem_Free(pixels);
2602                         pixels = NULL;
2603                 }
2604                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2605                 {
2606                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2609                         Mem_Free(pixels);
2610                         Mem_Free(bumppixels);
2611                 }
2612                 else if (r_shadow_bumpscale_basetexture.value > 0)
2613                 {
2614                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2617                         Mem_Free(pixels);
2618                 }
2619         }
2620         // _luma is supported for tenebrae compatibility
2621         // (I think it's a very stupid name, but oh well)
2622         // _glow is the preferred name
2623         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;}
2624         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;}
2625         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;}
2626         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;}
2627
2628         if (basepixels)
2629                 Mem_Free(basepixels);
2630
2631         return skinframe;
2632 }
2633
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2635 {
2636         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2637 }
2638
2639 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)
2640 {
2641         int i;
2642         if (!force)
2643         {
2644                 for (i = 0;i < width*height;i++)
2645                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2646                                 break;
2647                 if (i == width*height)
2648                         return NULL;
2649         }
2650         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2651 }
2652
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2655 {
2656         int i;
2657         unsigned char *temp1, *temp2;
2658         skinframe_t *skinframe;
2659
2660         if (cls.state == ca_dedicated)
2661                 return NULL;
2662
2663         // if already loaded just return it, otherwise make a new skinframe
2664         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665         if (skinframe && skinframe->base)
2666                 return skinframe;
2667
2668         skinframe->stain = NULL;
2669         skinframe->merged = NULL;
2670         skinframe->base = r_texture_notexture;
2671         skinframe->pants = NULL;
2672         skinframe->shirt = NULL;
2673         skinframe->nmap = r_texture_blanknormalmap;
2674         skinframe->gloss = NULL;
2675         skinframe->glow = NULL;
2676         skinframe->fog = NULL;
2677
2678         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2679         if (!skindata)
2680                 return NULL;
2681
2682         if (developer_loading.integer)
2683                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2684
2685         if (r_shadow_bumpscale_basetexture.value > 0)
2686         {
2687                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688                 temp2 = temp1 + width * height * 4;
2689                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2691                 Mem_Free(temp1);
2692         }
2693         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694         if (textureflags & TEXF_ALPHA)
2695         {
2696                 for (i = 3;i < width * height * 4;i += 4)
2697                         if (skindata[i] < 255)
2698                                 break;
2699                 if (i < width * height * 4)
2700                 {
2701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702                         memcpy(fogpixels, skindata, width * height * 4);
2703                         for (i = 0;i < width * height * 4;i += 4)
2704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706                         Mem_Free(fogpixels);
2707                 }
2708         }
2709
2710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2712
2713         return skinframe;
2714 }
2715
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2717 {
2718         int i;
2719         unsigned char *temp1, *temp2;
2720         unsigned int *palette;
2721         skinframe_t *skinframe;
2722
2723         if (cls.state == ca_dedicated)
2724                 return NULL;
2725
2726         // if already loaded just return it, otherwise make a new skinframe
2727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728         if (skinframe && skinframe->base)
2729                 return skinframe;
2730
2731         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2732
2733         skinframe->stain = NULL;
2734         skinframe->merged = NULL;
2735         skinframe->base = r_texture_notexture;
2736         skinframe->pants = NULL;
2737         skinframe->shirt = NULL;
2738         skinframe->nmap = r_texture_blanknormalmap;
2739         skinframe->gloss = NULL;
2740         skinframe->glow = NULL;
2741         skinframe->fog = NULL;
2742
2743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2744         if (!skindata)
2745                 return NULL;
2746
2747         if (developer_loading.integer)
2748                 Con_Printf("loading quake skin \"%s\"\n", name);
2749
2750         if (r_shadow_bumpscale_basetexture.value > 0)
2751         {
2752                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753                 temp2 = temp1 + width * height * 4;
2754                 // use either a custom palette or the quake palette
2755                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2758                 Mem_Free(temp1);
2759         }
2760         // use either a custom palette, or the quake palette
2761         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762         if (loadglowtexture)
2763                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764         if (loadpantsandshirt)
2765         {
2766                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2768         }
2769         if (skinframe->pants || skinframe->shirt)
2770                 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
2771         if (textureflags & TEXF_ALPHA)
2772         {
2773                 for (i = 0;i < width * height;i++)
2774                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2775                                 break;
2776                 if (i < width * height)
2777                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2778         }
2779
2780         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2782
2783         return skinframe;
2784 }
2785
2786 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2787 {
2788         int i;
2789         skinframe_t *skinframe;
2790
2791         if (cls.state == ca_dedicated)
2792                 return NULL;
2793
2794         // if already loaded just return it, otherwise make a new skinframe
2795         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796         if (skinframe && skinframe->base)
2797                 return skinframe;
2798
2799         skinframe->stain = NULL;
2800         skinframe->merged = NULL;
2801         skinframe->base = r_texture_notexture;
2802         skinframe->pants = NULL;
2803         skinframe->shirt = NULL;
2804         skinframe->nmap = r_texture_blanknormalmap;
2805         skinframe->gloss = NULL;
2806         skinframe->glow = NULL;
2807         skinframe->fog = NULL;
2808
2809         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2810         if (!skindata)
2811                 return NULL;
2812
2813         if (developer_loading.integer)
2814                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2815
2816         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817         if (textureflags & TEXF_ALPHA)
2818         {
2819                 for (i = 0;i < width * height;i++)
2820                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2821                                 break;
2822                 if (i < width * height)
2823                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2824         }
2825
2826         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2828
2829         return skinframe;
2830 }
2831
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2833 {
2834         skinframe_t *skinframe;
2835
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838
2839         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840         skinframe->stain = NULL;
2841         skinframe->merged = NULL;
2842         skinframe->base = r_texture_notexture;
2843         skinframe->pants = NULL;
2844         skinframe->shirt = NULL;
2845         skinframe->nmap = r_texture_blanknormalmap;
2846         skinframe->gloss = NULL;
2847         skinframe->glow = NULL;
2848         skinframe->fog = NULL;
2849
2850         skinframe->avgcolor[0] = rand() / RAND_MAX;
2851         skinframe->avgcolor[1] = rand() / RAND_MAX;
2852         skinframe->avgcolor[2] = rand() / RAND_MAX;
2853         skinframe->avgcolor[3] = 1;
2854
2855         return skinframe;
2856 }
2857
2858 void R_Main_FreeViewCache(void)
2859 {
2860         if (r_refdef.viewcache.entityvisible)
2861                 Mem_Free(r_refdef.viewcache.entityvisible);
2862         if (r_refdef.viewcache.world_pvsbits)
2863                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864         if (r_refdef.viewcache.world_leafvisible)
2865                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866         if (r_refdef.viewcache.world_surfacevisible)
2867                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2869 }
2870
2871 void R_Main_ResizeViewCache(void)
2872 {
2873         int numentities = r_refdef.scene.numentities;
2874         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2876         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2877         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2878         if (r_refdef.viewcache.maxentities < numentities)
2879         {
2880                 r_refdef.viewcache.maxentities = numentities;
2881                 if (r_refdef.viewcache.entityvisible)
2882                         Mem_Free(r_refdef.viewcache.entityvisible);
2883                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2884         }
2885         if (r_refdef.viewcache.world_numclusters != numclusters)
2886         {
2887                 r_refdef.viewcache.world_numclusters = numclusters;
2888                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2889                 if (r_refdef.viewcache.world_pvsbits)
2890                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2891                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2892         }
2893         if (r_refdef.viewcache.world_numleafs != numleafs)
2894         {
2895                 r_refdef.viewcache.world_numleafs = numleafs;
2896                 if (r_refdef.viewcache.world_leafvisible)
2897                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2898                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2899         }
2900         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2901         {
2902                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2903                 if (r_refdef.viewcache.world_surfacevisible)
2904                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2905                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2906         }
2907 }
2908
2909 void gl_main_start(void)
2910 {
2911         r_numqueries = 0;
2912         r_maxqueries = 0;
2913         memset(r_queries, 0, sizeof(r_queries));
2914
2915         r_qwskincache = NULL;
2916         r_qwskincache_size = 0;
2917
2918         // set up r_skinframe loading system for textures
2919         memset(&r_skinframe, 0, sizeof(r_skinframe));
2920         r_skinframe.loadsequence = 1;
2921         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2922
2923         r_main_texturepool = R_AllocTexturePool();
2924         R_BuildBlankTextures();
2925         R_BuildNoTexture();
2926         if (gl_texturecubemap)
2927         {
2928                 R_BuildWhiteCube();
2929                 R_BuildNormalizationCube();
2930         }
2931         r_texture_fogattenuation = NULL;
2932         r_texture_gammaramps = NULL;
2933         //r_texture_fogintensity = NULL;
2934         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2935         memset(&r_waterstate, 0, sizeof(r_waterstate));
2936         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2937         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2938         memset(&r_svbsp, 0, sizeof (r_svbsp));
2939
2940         r_refdef.fogmasktable_density = 0;
2941 }
2942
2943 extern rtexture_t *loadingscreentexture;
2944 void gl_main_shutdown(void)
2945 {
2946         R_Main_FreeViewCache();
2947
2948         if (r_maxqueries)
2949                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2950
2951         r_numqueries = 0;
2952         r_maxqueries = 0;
2953         memset(r_queries, 0, sizeof(r_queries));
2954
2955         r_qwskincache = NULL;
2956         r_qwskincache_size = 0;
2957
2958         // clear out the r_skinframe state
2959         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2960         memset(&r_skinframe, 0, sizeof(r_skinframe));
2961
2962         if (r_svbsp.nodes)
2963                 Mem_Free(r_svbsp.nodes);
2964         memset(&r_svbsp, 0, sizeof (r_svbsp));
2965         R_FreeTexturePool(&r_main_texturepool);
2966         loadingscreentexture = NULL;
2967         r_texture_blanknormalmap = NULL;
2968         r_texture_white = NULL;
2969         r_texture_grey128 = NULL;
2970         r_texture_black = NULL;
2971         r_texture_whitecube = NULL;
2972         r_texture_normalizationcube = NULL;
2973         r_texture_fogattenuation = NULL;
2974         r_texture_gammaramps = NULL;
2975         //r_texture_fogintensity = NULL;
2976         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2977         memset(&r_waterstate, 0, sizeof(r_waterstate));
2978         R_GLSL_Restart_f();
2979 }
2980
2981 extern void CL_ParseEntityLump(char *entitystring);
2982 void gl_main_newmap(void)
2983 {
2984         // FIXME: move this code to client
2985         int l;
2986         char *entities, entname[MAX_QPATH];
2987         if (r_qwskincache)
2988                 Mem_Free(r_qwskincache);
2989         r_qwskincache = NULL;
2990         r_qwskincache_size = 0;
2991         if (cl.worldmodel)
2992         {
2993                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2994                 l = (int)strlen(entname) - 4;
2995                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2996                 {
2997                         memcpy(entname + l, ".ent", 5);
2998                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2999                         {
3000                                 CL_ParseEntityLump(entities);
3001                                 Mem_Free(entities);
3002                                 return;
3003                         }
3004                 }
3005                 if (cl.worldmodel->brush.entities)
3006                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3007         }
3008         R_Main_FreeViewCache();
3009 }
3010
3011 void GL_Main_Init(void)
3012 {
3013         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3014
3015         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3016         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3017         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3018         if (gamemode == GAME_NEHAHRA)
3019         {
3020                 Cvar_RegisterVariable (&gl_fogenable);
3021                 Cvar_RegisterVariable (&gl_fogdensity);
3022                 Cvar_RegisterVariable (&gl_fogred);
3023                 Cvar_RegisterVariable (&gl_foggreen);
3024                 Cvar_RegisterVariable (&gl_fogblue);
3025                 Cvar_RegisterVariable (&gl_fogstart);
3026                 Cvar_RegisterVariable (&gl_fogend);
3027                 Cvar_RegisterVariable (&gl_skyclip);
3028         }
3029         Cvar_RegisterVariable(&r_motionblur);
3030         Cvar_RegisterVariable(&r_motionblur_maxblur);
3031         Cvar_RegisterVariable(&r_motionblur_bmin);
3032         Cvar_RegisterVariable(&r_motionblur_vmin);
3033         Cvar_RegisterVariable(&r_motionblur_vmax);
3034         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3035         Cvar_RegisterVariable(&r_motionblur_randomize);
3036         Cvar_RegisterVariable(&r_damageblur);
3037         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3038         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3039         Cvar_RegisterVariable(&r_equalize_entities_by);
3040         Cvar_RegisterVariable(&r_equalize_entities_to);
3041         Cvar_RegisterVariable(&r_animcache);
3042         Cvar_RegisterVariable(&r_depthfirst);
3043         Cvar_RegisterVariable(&r_useinfinitefarclip);
3044         Cvar_RegisterVariable(&r_farclip_base);
3045         Cvar_RegisterVariable(&r_farclip_world);
3046         Cvar_RegisterVariable(&r_nearclip);
3047         Cvar_RegisterVariable(&r_showbboxes);
3048         Cvar_RegisterVariable(&r_showsurfaces);
3049         Cvar_RegisterVariable(&r_showtris);
3050         Cvar_RegisterVariable(&r_shownormals);
3051         Cvar_RegisterVariable(&r_showlighting);
3052         Cvar_RegisterVariable(&r_showshadowvolumes);
3053         Cvar_RegisterVariable(&r_showcollisionbrushes);
3054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3055         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3056         Cvar_RegisterVariable(&r_showdisabledepthtest);
3057         Cvar_RegisterVariable(&r_drawportals);
3058         Cvar_RegisterVariable(&r_drawentities);
3059         Cvar_RegisterVariable(&r_cullentities_trace);
3060         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3061         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3062         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3063         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3064         Cvar_RegisterVariable(&r_drawviewmodel);
3065         Cvar_RegisterVariable(&r_speeds);
3066         Cvar_RegisterVariable(&r_fullbrights);
3067         Cvar_RegisterVariable(&r_wateralpha);
3068         Cvar_RegisterVariable(&r_dynamic);
3069         Cvar_RegisterVariable(&r_fullbright);
3070         Cvar_RegisterVariable(&r_shadows);
3071         Cvar_RegisterVariable(&r_shadows_darken);
3072         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3073         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3074         Cvar_RegisterVariable(&r_shadows_throwdistance);
3075         Cvar_RegisterVariable(&r_shadows_throwdirection);
3076         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3077         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3078         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3079         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3080         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3081         Cvar_RegisterVariable(&r_fog_exp2);
3082         Cvar_RegisterVariable(&r_drawfog);
3083         Cvar_RegisterVariable(&r_textureunits);
3084         Cvar_RegisterVariable(&r_glsl);
3085         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3086         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3087         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3088         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3089         Cvar_RegisterVariable(&r_glsl_postprocess);
3090         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3091         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3092         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3093         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3094         Cvar_RegisterVariable(&r_glsl_usegeneric);
3095         Cvar_RegisterVariable(&r_water);
3096         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3097         Cvar_RegisterVariable(&r_water_clippingplanebias);
3098         Cvar_RegisterVariable(&r_water_refractdistort);
3099         Cvar_RegisterVariable(&r_water_reflectdistort);
3100         Cvar_RegisterVariable(&r_lerpsprites);
3101         Cvar_RegisterVariable(&r_lerpmodels);
3102         Cvar_RegisterVariable(&r_lerplightstyles);
3103         Cvar_RegisterVariable(&r_waterscroll);
3104         Cvar_RegisterVariable(&r_bloom);
3105         Cvar_RegisterVariable(&r_bloom_colorscale);
3106         Cvar_RegisterVariable(&r_bloom_brighten);
3107         Cvar_RegisterVariable(&r_bloom_blur);
3108         Cvar_RegisterVariable(&r_bloom_resolution);
3109         Cvar_RegisterVariable(&r_bloom_colorexponent);
3110         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3111         Cvar_RegisterVariable(&r_hdr);
3112         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3113         Cvar_RegisterVariable(&r_hdr_glowintensity);
3114         Cvar_RegisterVariable(&r_hdr_range);
3115         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3116         Cvar_RegisterVariable(&developer_texturelogging);
3117         Cvar_RegisterVariable(&gl_lightmaps);
3118         Cvar_RegisterVariable(&r_test);
3119         Cvar_RegisterVariable(&r_batchmode);
3120         Cvar_RegisterVariable(&r_glsl_saturation);
3121         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3122                 Cvar_SetValue("r_fullbrights", 0);
3123         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3124
3125         Cvar_RegisterVariable(&r_track_sprites);
3126         Cvar_RegisterVariable(&r_track_sprites_flags);
3127         Cvar_RegisterVariable(&r_track_sprites_scalew);
3128         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3129 }
3130
3131 extern void R_Textures_Init(void);
3132 extern void GL_Draw_Init(void);
3133 extern void GL_Main_Init(void);
3134 extern void R_Shadow_Init(void);
3135 extern void R_Sky_Init(void);
3136 extern void GL_Surf_Init(void);
3137 extern void R_Particles_Init(void);
3138 extern void R_Explosion_Init(void);
3139 extern void gl_backend_init(void);
3140 extern void Sbar_Init(void);
3141 extern void R_LightningBeams_Init(void);
3142 extern void Mod_RenderInit(void);
3143
3144 void Render_Init(void)
3145 {
3146         gl_backend_init();
3147         R_Textures_Init();
3148         GL_Main_Init();
3149         GL_Draw_Init();
3150         R_Shadow_Init();
3151         R_Sky_Init();
3152         GL_Surf_Init();
3153         Sbar_Init();
3154         R_Particles_Init();
3155         R_Explosion_Init();
3156         R_LightningBeams_Init();
3157         Mod_RenderInit();
3158 }
3159
3160 /*
3161 ===============
3162 GL_Init
3163 ===============
3164 */
3165 extern char *ENGINE_EXTENSIONS;
3166 void GL_Init (void)
3167 {
3168         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3169         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3170         gl_version = (const char *)qglGetString(GL_VERSION);
3171         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3172
3173         if (!gl_extensions)
3174                 gl_extensions = "";
3175         if (!gl_platformextensions)
3176                 gl_platformextensions = "";
3177
3178         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3179         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3180         Con_Printf("GL_VERSION: %s\n", gl_version);
3181         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3182         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3183
3184         VID_CheckExtensions();
3185
3186         // LordHavoc: report supported extensions
3187         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3188
3189         // clear to black (loading plaque will be seen over this)
3190         CHECKGLERROR
3191         qglClearColor(0,0,0,1);CHECKGLERROR
3192         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3193 }
3194
3195 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3196 {
3197         int i;
3198         mplane_t *p;
3199         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3200         {
3201                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3202                 if (i == 4)
3203                         continue;
3204                 p = r_refdef.view.frustum + i;
3205                 switch(p->signbits)
3206                 {
3207                 default:
3208                 case 0:
3209                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3210                                 return true;
3211                         break;
3212                 case 1:
3213                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3214                                 return true;
3215                         break;
3216                 case 2:
3217                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3218                                 return true;
3219                         break;
3220                 case 3:
3221                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3222                                 return true;
3223                         break;
3224                 case 4:
3225                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3226                                 return true;
3227                         break;
3228                 case 5:
3229                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3230                                 return true;
3231                         break;
3232                 case 6:
3233                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3234                                 return true;
3235                         break;
3236                 case 7:
3237                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3238                                 return true;
3239                         break;
3240                 }
3241         }
3242         return false;
3243 }
3244
3245 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3246 {
3247         int i;
3248         const mplane_t *p;
3249         for (i = 0;i < numplanes;i++)
3250         {
3251                 p = planes + i;
3252                 switch(p->signbits)
3253                 {
3254                 default:
3255                 case 0:
3256                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3257                                 return true;
3258                         break;
3259                 case 1:
3260                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3261                                 return true;
3262                         break;
3263                 case 2:
3264                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3265                                 return true;
3266                         break;
3267                 case 3:
3268                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3269                                 return true;
3270                         break;
3271                 case 4:
3272                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3273                                 return true;
3274                         break;
3275                 case 5:
3276                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3277                                 return true;
3278                         break;
3279                 case 6:
3280                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3281                                 return true;
3282                         break;
3283                 case 7:
3284                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3285                                 return true;
3286                         break;
3287                 }
3288         }
3289         return false;
3290 }
3291
3292 //==================================================================================
3293
3294 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3295
3296 /**
3297  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3298  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3299  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3300  */
3301
3302 typedef struct r_animcache_entity_s
3303 {
3304         float *vertex3f;
3305         float *normal3f;
3306         float *svector3f;
3307         float *tvector3f;
3308         int maxvertices;
3309         qboolean wantnormals;
3310         qboolean wanttangents;
3311 }
3312 r_animcache_entity_t;
3313
3314 typedef struct r_animcache_s
3315 {
3316         r_animcache_entity_t entity[MAX_EDICTS];
3317         int maxindex;
3318         int currentindex;
3319 }
3320 r_animcache_t;
3321
3322 static r_animcache_t r_animcachestate;
3323
3324 void R_AnimCache_Free(void)
3325 {
3326         int idx;
3327         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3328         {
3329                 r_animcachestate.entity[idx].maxvertices = 0;
3330                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3331                 r_animcachestate.entity[idx].vertex3f = NULL;
3332                 r_animcachestate.entity[idx].normal3f = NULL;
3333                 r_animcachestate.entity[idx].svector3f = NULL;
3334                 r_animcachestate.entity[idx].tvector3f = NULL;
3335         }
3336         r_animcachestate.currentindex = 0;
3337         r_animcachestate.maxindex = 0;
3338 }
3339
3340 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3341 {
3342         int arraySize;
3343         float *base;
3344         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3345
3346         if (cache->maxvertices >= numvertices)
3347                 return;
3348
3349         // Release existing memory
3350         if (cache->vertex3f)
3351                 Mem_Free(cache->vertex3f);
3352
3353         // Pad by 1024 verts
3354         cache->maxvertices = (numvertices + 1023) & ~1023;
3355         arraySize = cache->maxvertices * 3;
3356
3357         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3358         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3359         r_animcachestate.entity[cacheIdx].vertex3f = base;
3360         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3361         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3362         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3363
3364 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3365 }
3366
3367 void R_AnimCache_NewFrame(void)
3368 {
3369         int i;
3370
3371         if (r_animcache.integer && r_drawentities.integer)
3372                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3373         else if (r_animcachestate.maxindex)
3374                 R_AnimCache_Free();
3375
3376         r_animcachestate.currentindex = 0;
3377
3378         for (i = 0;i < r_refdef.scene.numentities;i++)
3379                 r_refdef.scene.entities[i]->animcacheindex = -1;
3380 }
3381
3382 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3383 {
3384         dp_model_t *model = ent->model;
3385         r_animcache_entity_t *c;
3386         // see if it's already cached this frame
3387         if (ent->animcacheindex >= 0)
3388         {
3389                 // add normals/tangents if needed
3390                 c = r_animcachestate.entity + ent->animcacheindex;
3391                 if (c->wantnormals)
3392                         wantnormals = false;
3393                 if (c->wanttangents)
3394                         wanttangents = false;
3395                 if (wantnormals || wanttangents)
3396                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3397         }
3398         else
3399         {
3400                 // see if this ent is worth caching
3401                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3402                         return false;
3403                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3404                         return false;
3405                 // assign it a cache entry and make sure the arrays are big enough
3406                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3407                 ent->animcacheindex = r_animcachestate.currentindex++;
3408                 c = r_animcachestate.entity + ent->animcacheindex;
3409                 c->wantnormals = wantnormals;
3410                 c->wanttangents = wanttangents;
3411                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3412         }
3413         return true;
3414 }
3415
3416 void R_AnimCache_CacheVisibleEntities(void)
3417 {
3418         int i;
3419         qboolean wantnormals;
3420         qboolean wanttangents;
3421
3422         if (!r_animcachestate.maxindex)
3423                 return;
3424
3425         wantnormals = !r_showsurfaces.integer;
3426         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3427
3428         // TODO: thread this?
3429
3430         for (i = 0;i < r_refdef.scene.numentities;i++)
3431         {
3432                 if (!r_refdef.viewcache.entityvisible[i])
3433                         continue;
3434                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3435         }
3436 }
3437
3438 //==================================================================================
3439
3440 static void R_View_UpdateEntityLighting (void)
3441 {
3442         int i;
3443         entity_render_t *ent;
3444         vec3_t tempdiffusenormal, avg;
3445         vec_t f, fa, fd, fdd;
3446
3447         for (i = 0;i < r_refdef.scene.numentities;i++)
3448         {
3449                 ent = r_refdef.scene.entities[i];
3450
3451                 // skip unseen models
3452                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3453                         continue;
3454
3455                 // skip bsp models
3456                 if (ent->model && ent->model->brush.num_leafs)
3457                 {
3458                         // TODO: use modellight for r_ambient settings on world?
3459                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3460                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3461                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3462                         continue;
3463                 }
3464
3465                 // fetch the lighting from the worldmodel data
3466                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3467                 VectorClear(ent->modellight_diffuse);
3468                 VectorClear(tempdiffusenormal);
3469                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3470                 {
3471                         vec3_t org;
3472                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3473                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3474                         if(ent->flags & RENDER_EQUALIZE)
3475                         {
3476                                 // first fix up ambient lighting...
3477                                 if(r_equalize_entities_minambient.value > 0)
3478                                 {
3479                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3480                                         if(fd > 0)
3481                                         {
3482                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3483                                                 if(fa < r_equalize_entities_minambient.value * fd)
3484                                                 {
3485                                                         // solve:
3486                                                         //   fa'/fd' = minambient
3487                                                         //   fa'+0.25*fd' = fa+0.25*fd
3488                                                         //   ...
3489                                                         //   fa' = fd' * minambient
3490                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3491                                                         //   ...
3492                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3493                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3494                                                         //   ...
3495                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3496                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3497                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3498                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3499                                                 }
3500                                         }
3501                                 }
3502
3503                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3504                                 {
3505                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3506                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3507                                         if(f > 0)
3508                                         {
3509                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3510                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3511                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3512                                         }
3513                                 }
3514                         }
3515                 }
3516                 else // highly rare
3517                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3518
3519                 // move the light direction into modelspace coordinates for lighting code
3520                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3521                 if(VectorLength2(ent->modellight_lightdir) == 0)
3522                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3523                 VectorNormalize(ent->modellight_lightdir);
3524         }
3525 }
3526
3527 #define MAX_LINEOFSIGHTTRACES 64
3528
3529 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3530 {
3531         int i;
3532         vec3_t boxmins, boxmaxs;
3533         vec3_t start;
3534         vec3_t end;
3535         dp_model_t *model = r_refdef.scene.worldmodel;
3536         
3537         if (!model || !model->brush.TraceLineOfSight)
3538                 return true;
3539
3540         // expand the box a little
3541         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3542         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3543         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3544         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3545         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3546         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3547
3548         // try center
3549         VectorCopy(eye, start);
3550         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3551         if (model->brush.TraceLineOfSight(model, start, end))
3552                 return true;
3553
3554         // try various random positions
3555         for (i = 0;i < numsamples;i++)
3556         {
3557                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3558                 if (model->brush.TraceLineOfSight(model, start, end))
3559                         return true;
3560         }
3561
3562         return false;
3563 }
3564
3565
3566 static void R_View_UpdateEntityVisible (void)
3567 {
3568         int i;
3569         int renderimask;
3570         int samples;
3571         entity_render_t *ent;
3572
3573         if (!r_drawentities.integer)
3574                 return;
3575
3576         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3577         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3578         {
3579                 // worldmodel can check visibility
3580                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3581                 for (i = 0;i < r_refdef.scene.numentities;i++)
3582                 {
3583                         ent = r_refdef.scene.entities[i];
3584                         if (!(ent->flags & renderimask))
3585                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3586                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3587                                 r_refdef.viewcache.entityvisible[i] = true;
3588                 }
3589                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3590                 {
3591                         for (i = 0;i < r_refdef.scene.numentities;i++)
3592                         {
3593                                 ent = r_refdef.scene.entities[i];
3594                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3595                                 {
3596                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3597                                         if (samples < 0)
3598                                                 continue; // temp entities do pvs only
3599                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3600                                                 ent->last_trace_visibility = realtime;
3601                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3602                                                 r_refdef.viewcache.entityvisible[i] = 0;
3603                                 }
3604                         }
3605                 }
3606         }
3607         else
3608         {
3609                 // no worldmodel or it can't check visibility
3610                 for (i = 0;i < r_refdef.scene.numentities;i++)
3611                 {
3612                         ent = r_refdef.scene.entities[i];
3613                         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));
3614                 }
3615         }
3616 }
3617
3618 /// only used if skyrendermasked, and normally returns false
3619 int R_DrawBrushModelsSky (void)
3620 {
3621         int i, sky;
3622         entity_render_t *ent;
3623
3624         if (!r_drawentities.integer)
3625                 return false;
3626
3627         sky = false;
3628         for (i = 0;i < r_refdef.scene.numentities;i++)
3629         {
3630                 if (!r_refdef.viewcache.entityvisible[i])
3631                         continue;
3632                 ent = r_refdef.scene.entities[i];
3633                 if (!ent->model || !ent->model->DrawSky)
3634                         continue;
3635                 ent->model->DrawSky(ent);
3636                 sky = true;
3637         }
3638         return sky;
3639 }
3640
3641 static void R_DrawNoModel(entity_render_t *ent);
3642 static void R_DrawModels(void)
3643 {
3644         int i;
3645         entity_render_t *ent;
3646
3647         if (!r_drawentities.integer)
3648                 return;
3649
3650         for (i = 0;i < r_refdef.scene.numentities;i++)
3651         {
3652                 if (!r_refdef.viewcache.entityvisible[i])
3653                         continue;
3654                 ent = r_refdef.scene.entities[i];
3655                 r_refdef.stats.entities++;
3656                 if (ent->model && ent->model->Draw != NULL)
3657                         ent->model->Draw(ent);
3658                 else
3659                         R_DrawNoModel(ent);
3660         }
3661 }
3662
3663 static void R_DrawModelsDepth(void)
3664 {
3665         int i;
3666         entity_render_t *ent;
3667
3668         if (!r_drawentities.integer)
3669                 return;
3670
3671         for (i = 0;i < r_refdef.scene.numentities;i++)
3672         {
3673                 if (!r_refdef.viewcache.entityvisible[i])
3674                         continue;
3675                 ent = r_refdef.scene.entities[i];
3676                 if (ent->model && ent->model->DrawDepth != NULL)
3677                         ent->model->DrawDepth(ent);
3678         }
3679 }
3680
3681 static void R_DrawModelsDebug(void)
3682 {
3683         int i;
3684         entity_render_t *ent;
3685
3686         if (!r_drawentities.integer)
3687                 return;
3688
3689         for (i = 0;i < r_refdef.scene.numentities;i++)
3690         {
3691                 if (!r_refdef.viewcache.entityvisible[i])
3692                         continue;
3693                 ent = r_refdef.scene.entities[i];
3694                 if (ent->model && ent->model->DrawDebug != NULL)
3695                         ent->model->DrawDebug(ent);
3696         }
3697 }
3698
3699 static void R_DrawModelsAddWaterPlanes(void)
3700 {
3701         int i;
3702         entity_render_t *ent;
3703
3704         if (!r_drawentities.integer)
3705                 return;
3706
3707         for (i = 0;i < r_refdef.scene.numentities;i++)
3708         {
3709                 if (!r_refdef.viewcache.entityvisible[i])
3710                         continue;
3711                 ent = r_refdef.scene.entities[i];
3712                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3713                         ent->model->DrawAddWaterPlanes(ent);
3714         }
3715 }
3716
3717 static void R_View_SetFrustum(void)
3718 {
3719         int i;
3720         double slopex, slopey;
3721         vec3_t forward, left, up, origin;
3722
3723         // we can't trust r_refdef.view.forward and friends in reflected scenes
3724         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3725
3726 #if 0
3727         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3728         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3729         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3730         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3731         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3732         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3733         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3734         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3735         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3736         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3737         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3738         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3739 #endif
3740
3741 #if 0
3742         zNear = r_refdef.nearclip;
3743         nudge = 1.0 - 1.0 / (1<<23);
3744         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3745         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3746         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3747         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3748         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3749         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3750         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3751         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3752 #endif
3753
3754
3755
3756 #if 0
3757         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3758         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3759         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3760         r_refdef.view.frustum[0].dist = m[15] - m[12];
3761
3762         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3763         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3764         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3765         r_refdef.view.frustum[1].dist = m[15] + m[12];
3766
3767         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3768         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3769         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3770         r_refdef.view.frustum[2].dist = m[15] - m[13];
3771
3772         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3773         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3774         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3775         r_refdef.view.frustum[3].dist = m[15] + m[13];
3776
3777         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3778         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3779         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3780         r_refdef.view.frustum[4].dist = m[15] - m[14];
3781
3782         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3783         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3784         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3785         r_refdef.view.frustum[5].dist = m[15] + m[14];
3786 #endif
3787
3788         if (r_refdef.view.useperspective)
3789         {
3790                 slopex = 1.0 / r_refdef.view.frustum_x;
3791                 slopey = 1.0 / r_refdef.view.frustum_y;
3792                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3793                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3794                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3795                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3796                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3797
3798                 // Leaving those out was a mistake, those were in the old code, and they
3799                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3800                 // I couldn't reproduce it after adding those normalizations. --blub
3801                 VectorNormalize(r_refdef.view.frustum[0].normal);
3802                 VectorNormalize(r_refdef.view.frustum[1].normal);
3803                 VectorNormalize(r_refdef.view.frustum[2].normal);
3804                 VectorNormalize(r_refdef.view.frustum[3].normal);
3805
3806                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3807                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3808                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3809                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3810                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3811
3812                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3813                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3814                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3815                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3816                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3817         }
3818         else
3819         {
3820                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3821                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3822                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3823                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3824                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3825                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3826                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3827                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3828                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3829                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3830         }
3831         r_refdef.view.numfrustumplanes = 5;
3832
3833         if (r_refdef.view.useclipplane)
3834         {
3835                 r_refdef.view.numfrustumplanes = 6;
3836                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3837         }
3838
3839         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3840                 PlaneClassify(r_refdef.view.frustum + i);
3841
3842         // LordHavoc: note to all quake engine coders, Quake had a special case
3843         // for 90 degrees which assumed a square view (wrong), so I removed it,
3844         // Quake2 has it disabled as well.
3845
3846         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3847         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3848         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3849         //PlaneClassify(&frustum[0]);
3850
3851         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3852         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3853         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3854         //PlaneClassify(&frustum[1]);
3855
3856         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3857         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3858         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3859         //PlaneClassify(&frustum[2]);
3860
3861         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3862         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3863         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3864         //PlaneClassify(&frustum[3]);
3865
3866         // nearclip plane
3867         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3868         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3869         //PlaneClassify(&frustum[4]);
3870 }
3871
3872 void R_View_Update(void)
3873 {
3874         R_Main_ResizeViewCache();
3875         R_View_SetFrustum();
3876         R_View_WorldVisibility(r_refdef.view.useclipplane);
3877         R_View_UpdateEntityVisible();
3878         R_View_UpdateEntityLighting();
3879 }
3880
3881 void R_SetupView(qboolean allowwaterclippingplane)
3882 {
3883         const double *customclipplane = NULL;
3884         double plane[4];
3885         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3886         {
3887                 // LordHavoc: couldn't figure out how to make this approach the
3888                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3889                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3890                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3891                         dist = r_refdef.view.clipplane.dist;
3892                 plane[0] = r_refdef.view.clipplane.normal[0];
3893                 plane[1] = r_refdef.view.clipplane.normal[1];
3894                 plane[2] = r_refdef.view.clipplane.normal[2];
3895                 plane[3] = dist;
3896                 customclipplane = plane;
3897         }
3898
3899         if (!r_refdef.view.useperspective)
3900                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3901         else if (gl_stencil && r_useinfinitefarclip.integer)
3902                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3903         else
3904                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3905         R_SetViewport(&r_refdef.view.viewport);
3906 }
3907
3908 void R_ResetViewRendering2D(void)
3909 {
3910         r_viewport_t viewport;
3911         DrawQ_Finish();
3912
3913         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3914         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3915         R_SetViewport(&viewport);
3916         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3917         GL_Color(1, 1, 1, 1);
3918         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3919         GL_BlendFunc(GL_ONE, GL_ZERO);
3920         GL_AlphaTest(false);
3921         GL_ScissorTest(false);
3922         GL_DepthMask(false);
3923         GL_DepthRange(0, 1);
3924         GL_DepthTest(false);
3925         R_Mesh_Matrix(&identitymatrix);
3926         R_Mesh_ResetTextureState();
3927         GL_PolygonOffset(0, 0);
3928         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3929         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3930         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3931         qglStencilMask(~0);CHECKGLERROR
3932         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3933         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3934         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3935         R_SetupGenericShader(true);
3936 }
3937
3938 void R_ResetViewRendering3D(void)
3939 {
3940         DrawQ_Finish();
3941
3942         R_SetupView(true);
3943         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3944         GL_Color(1, 1, 1, 1);
3945         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3946         GL_BlendFunc(GL_ONE, GL_ZERO);
3947         GL_AlphaTest(false);
3948         GL_ScissorTest(true);
3949         GL_DepthMask(true);
3950         GL_DepthRange(0, 1);
3951         GL_DepthTest(true);
3952         R_Mesh_Matrix(&identitymatrix);
3953         R_Mesh_ResetTextureState();
3954         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3955         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3956         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3957         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3958         qglStencilMask(~0);CHECKGLERROR
3959         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3960         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3961         GL_CullFace(r_refdef.view.cullface_back);
3962         R_SetupGenericShader(true);
3963 }
3964
3965 void R_RenderScene(void);
3966 void R_RenderWaterPlanes(void);
3967
3968 static void R_Water_StartFrame(void)
3969 {
3970         int i;
3971         int waterwidth, waterheight, texturewidth, textureheight;
3972         r_waterstate_waterplane_t *p;
3973
3974         // set waterwidth and waterheight to the water resolution that will be
3975         // used (often less than the screen resolution for faster rendering)
3976         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3977         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3978
3979         // calculate desired texture sizes
3980         // can't use water if the card does not support the texture size
3981         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3982                 texturewidth = textureheight = waterwidth = waterheight = 0;
3983         else if (gl_support_arb_texture_non_power_of_two)
3984         {
3985                 texturewidth = waterwidth;
3986                 textureheight = waterheight;
3987         }
3988         else
3989         {
3990                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3991                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3992         }
3993
3994         // allocate textures as needed
3995         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3996         {
3997                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3998                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3999                 {
4000                         if (p->texture_refraction)
4001                                 R_FreeTexture(p->texture_refraction);
4002                         p->texture_refraction = NULL;
4003                         if (p->texture_reflection)
4004                                 R_FreeTexture(p->texture_reflection);
4005                         p->texture_reflection = NULL;
4006                 }
4007                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4008                 r_waterstate.texturewidth = texturewidth;
4009                 r_waterstate.textureheight = textureheight;
4010         }
4011
4012         if (r_waterstate.texturewidth)
4013         {
4014                 r_waterstate.enabled = true;
4015
4016                 // when doing a reduced render (HDR) we want to use a smaller area
4017                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4018                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4019
4020                 // set up variables that will be used in shader setup
4021                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4022                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4023                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4024                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4025         }
4026
4027         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4028         r_waterstate.numwaterplanes = 0;
4029 }
4030
4031 void R_Water_AddWaterPlane(msurface_t *surface)
4032 {
4033         int triangleindex, planeindex;
4034         const int *e;
4035         vec3_t vert[3];
4036         vec3_t normal;
4037         vec3_t center;
4038         mplane_t plane;
4039         r_waterstate_waterplane_t *p;
4040         texture_t *t = R_GetCurrentTexture(surface->texture);
4041         // just use the first triangle with a valid normal for any decisions
4042         VectorClear(normal);
4043         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4044         {
4045                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4046                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4047                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4048                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4049                 if (VectorLength2(normal) >= 0.001)
4050                         break;
4051         }
4052
4053         VectorCopy(normal, plane.normal);
4054         VectorNormalize(plane.normal);
4055         plane.dist = DotProduct(vert[0], plane.normal);
4056         PlaneClassify(&plane);
4057         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4058         {
4059                 // skip backfaces (except if nocullface is set)
4060                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4061                         return;
4062                 VectorNegate(plane.normal, plane.normal);
4063                 plane.dist *= -1;
4064                 PlaneClassify(&plane);
4065         }
4066
4067
4068         // find a matching plane if there is one
4069         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4070                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4071                         break;
4072         if (planeindex >= r_waterstate.maxwaterplanes)
4073                 return; // nothing we can do, out of planes
4074
4075         // if this triangle does not fit any known plane rendered this frame, add one
4076         if (planeindex >= r_waterstate.numwaterplanes)
4077         {
4078                 // store the new plane
4079                 r_waterstate.numwaterplanes++;
4080                 p->plane = plane;
4081                 // clear materialflags and pvs
4082                 p->materialflags = 0;
4083                 p->pvsvalid = false;
4084         }
4085         // merge this surface's materialflags into the waterplane
4086         p->materialflags |= t->currentmaterialflags;
4087         // merge this surface's PVS into the waterplane
4088         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4089         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4090          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4091         {
4092                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4093                 p->pvsvalid = true;
4094         }
4095 }
4096
4097 static void R_Water_ProcessPlanes(void)
4098 {
4099         r_refdef_view_t originalview;
4100         r_refdef_view_t myview;
4101         int planeindex;
4102         r_waterstate_waterplane_t *p;
4103
4104         originalview = r_refdef.view;
4105
4106         // make sure enough textures are allocated
4107         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4108         {
4109                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4110                 {
4111                         if (!p->texture_refraction)
4112                                 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);
4113                         if (!p->texture_refraction)
4114                                 goto error;
4115                 }
4116
4117                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4118                 {
4119                         if (!p->texture_reflection)
4120                                 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);
4121                         if (!p->texture_reflection)
4122                                 goto error;
4123                 }
4124         }
4125
4126         // render views
4127         r_refdef.view = originalview;
4128         r_refdef.view.showdebug = false;
4129         r_refdef.view.width = r_waterstate.waterwidth;
4130         r_refdef.view.height = r_waterstate.waterheight;
4131         r_refdef.view.useclipplane = true;
4132         myview = r_refdef.view;
4133         r_waterstate.renderingscene = true;
4134         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4135         {
4136                 // render the normal view scene and copy into texture
4137                 // (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)
4138                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4139                 {
4140                         r_refdef.view = myview;
4141                         r_refdef.view.clipplane = p->plane;
4142                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4143                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4144                         PlaneClassify(&r_refdef.view.clipplane);
4145
4146                         R_ResetViewRendering3D();
4147                         R_ClearScreen(r_refdef.fogenabled);
4148                         R_View_Update();
4149                         R_RenderScene();
4150
4151                         // copy view into the screen texture
4152                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4153                         GL_ActiveTexture(0);
4154                         CHECKGLERROR
4155                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4156                 }
4157
4158                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4159                 {
4160                         r_refdef.view = myview;
4161                         // render reflected scene and copy into texture
4162                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4163                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4164                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4165                         r_refdef.view.clipplane = p->plane;
4166                         // reverse the cullface settings for this render
4167                         r_refdef.view.cullface_front = GL_FRONT;
4168                         r_refdef.view.cullface_back = GL_BACK;
4169                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4170                         {
4171                                 r_refdef.view.usecustompvs = true;
4172                                 if (p->pvsvalid)
4173                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4174                                 else
4175                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4176                         }
4177
4178                         R_ResetViewRendering3D();
4179                         R_ClearScreen(r_refdef.fogenabled);
4180                         R_View_Update();
4181                         R_RenderScene();
4182
4183                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4184                         GL_ActiveTexture(0);
4185                         CHECKGLERROR
4186                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4187                 }
4188         }
4189         r_waterstate.renderingscene = false;
4190         r_refdef.view = originalview;
4191         R_ResetViewRendering3D();
4192         R_ClearScreen(r_refdef.fogenabled);
4193         R_View_Update();
4194         return;
4195 error:
4196         r_refdef.view = originalview;
4197         r_waterstate.renderingscene = false;
4198         Cvar_SetValueQuick(&r_water, 0);
4199         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4200         return;
4201 }
4202
4203 void R_Bloom_StartFrame(void)
4204 {
4205         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4206
4207         // set bloomwidth and bloomheight to the bloom resolution that will be
4208         // used (often less than the screen resolution for faster rendering)
4209         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4210         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4211         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4212         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4213         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4214
4215         // calculate desired texture sizes
4216         if (gl_support_arb_texture_non_power_of_two)
4217         {
4218                 screentexturewidth = r_refdef.view.width;
4219                 screentextureheight = r_refdef.view.height;
4220                 bloomtexturewidth = r_bloomstate.bloomwidth;
4221                 bloomtextureheight = r_bloomstate.bloomheight;
4222         }
4223         else
4224         {
4225                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4226                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4227                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4228                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4229         }
4230
4231         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((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))
4232         {
4233                 Cvar_SetValueQuick(&r_hdr, 0);
4234                 Cvar_SetValueQuick(&r_bloom, 0);
4235                 Cvar_SetValueQuick(&r_motionblur, 0);
4236                 Cvar_SetValueQuick(&r_damageblur, 0);
4237         }
4238
4239         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4240                 screentexturewidth = screentextureheight = 0;
4241         if (!r_hdr.integer && !r_bloom.integer)
4242                 bloomtexturewidth = bloomtextureheight = 0;
4243
4244         // allocate textures as needed
4245         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4246         {
4247                 if (r_bloomstate.texture_screen)
4248                         R_FreeTexture(r_bloomstate.texture_screen);
4249                 r_bloomstate.texture_screen = NULL;
4250                 r_bloomstate.screentexturewidth = screentexturewidth;
4251                 r_bloomstate.screentextureheight = screentextureheight;
4252                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4253                         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);
4254         }
4255         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4256         {
4257                 if (r_bloomstate.texture_bloom)
4258                         R_FreeTexture(r_bloomstate.texture_bloom);
4259                 r_bloomstate.texture_bloom = NULL;
4260                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4261                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4262                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4263                         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);
4264         }
4265
4266         // when doing a reduced render (HDR) we want to use a smaller area
4267         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4268         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4269         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4270         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4271         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4272
4273         // set up a texcoord array for the full resolution screen image
4274         // (we have to keep this around to copy back during final render)
4275         r_bloomstate.screentexcoord2f[0] = 0;
4276         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4277         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4278         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4279         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4280         r_bloomstate.screentexcoord2f[5] = 0;
4281         r_bloomstate.screentexcoord2f[6] = 0;
4282         r_bloomstate.screentexcoord2f[7] = 0;
4283
4284         // set up a texcoord array for the reduced resolution bloom image
4285         // (which will be additive blended over the screen image)
4286         r_bloomstate.bloomtexcoord2f[0] = 0;
4287         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4288         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4289         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4290         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4291         r_bloomstate.bloomtexcoord2f[5] = 0;
4292         r_bloomstate.bloomtexcoord2f[6] = 0;
4293         r_bloomstate.bloomtexcoord2f[7] = 0;
4294
4295         if (r_hdr.integer || r_bloom.integer)
4296         {
4297                 r_bloomstate.enabled = true;
4298                 r_bloomstate.hdr = r_hdr.integer != 0;
4299         }
4300
4301         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4302 }
4303
4304 void R_Bloom_CopyBloomTexture(float colorscale)
4305 {
4306         r_refdef.stats.bloom++;
4307
4308         // scale down screen texture to the bloom texture size
4309         CHECKGLERROR
4310         R_SetViewport(&r_bloomstate.viewport);
4311         GL_BlendFunc(GL_ONE, GL_ZERO);
4312         GL_Color(colorscale, colorscale, colorscale, 1);
4313         // TODO: optimize with multitexture or GLSL
4314         R_SetupGenericShader(true);
4315         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4316         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4317         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4318         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4319
4320         // we now have a bloom image in the framebuffer
4321         // copy it into the bloom image texture for later processing
4322         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4323         GL_ActiveTexture(0);
4324         CHECKGLERROR
4325         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4326         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4327 }
4328
4329 void R_Bloom_CopyHDRTexture(void)
4330 {
4331         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4332         GL_ActiveTexture(0);
4333         CHECKGLERROR
4334         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4335         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4336 }
4337
4338 void R_Bloom_MakeTexture(void)
4339 {
4340         int x, range, dir;
4341         float xoffset, yoffset, r, brighten;
4342
4343         r_refdef.stats.bloom++;
4344
4345         R_ResetViewRendering2D();
4346         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4347         R_Mesh_ColorPointer(NULL, 0, 0);
4348         R_SetupGenericShader(true);
4349
4350         // we have a bloom image in the framebuffer
4351         CHECKGLERROR
4352         R_SetViewport(&r_bloomstate.viewport);
4353
4354         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4355         {
4356                 x *= 2;
4357                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4358                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4359                 GL_Color(r, r, r, 1);
4360                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4361                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4362                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4363                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4364
4365                 // copy the vertically blurred bloom view to a texture
4366                 GL_ActiveTexture(0);
4367                 CHECKGLERROR
4368                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4369                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4370         }
4371
4372         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4373         brighten = r_bloom_brighten.value;
4374         if (r_hdr.integer)
4375                 brighten *= r_hdr_range.value;
4376         brighten = sqrt(brighten);
4377         if(range >= 1)
4378                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4379         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4380         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4381
4382         for (dir = 0;dir < 2;dir++)
4383         {
4384                 // blend on at multiple vertical offsets to achieve a vertical blur
4385                 // TODO: do offset blends using GLSL
4386                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4387                 GL_BlendFunc(GL_ONE, GL_ZERO);
4388                 for (x = -range;x <= range;x++)
4389                 {
4390                         if (!dir){xoffset = 0;yoffset = x;}
4391                         else {xoffset = x;yoffset = 0;}
4392                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4393                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4394                         // compute a texcoord array with the specified x and y offset
4395                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4396                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4397                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4398                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4399                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4400                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4401                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4402                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4403                         // this r value looks like a 'dot' particle, fading sharply to
4404                         // black at the edges
4405                         // (probably not realistic but looks good enough)
4406                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4407                         //r = brighten/(range*2+1);
4408                         r = brighten / (range * 2 + 1);
4409                         if(range >= 1)
4410                                 r *= (1 - x*x/(float)(range*range));
4411                         GL_Color(r, r, r, 1);
4412                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4413                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4414                         GL_BlendFunc(GL_ONE, GL_ONE);
4415                 }
4416
4417                 // copy the vertically blurred bloom view to a texture
4418                 GL_ActiveTexture(0);
4419                 CHECKGLERROR
4420                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4421                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4422         }
4423
4424         // apply subtract last
4425         // (just like it would be in a GLSL shader)
4426         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4427         {
4428                 GL_BlendFunc(GL_ONE, GL_ZERO);
4429                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4430                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4431                 GL_Color(1, 1, 1, 1);
4432                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4433                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4434
4435                 GL_BlendFunc(GL_ONE, GL_ONE);
4436                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4437                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4438                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4439                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4440                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4441                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4442                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4443
4444                 // copy the darkened bloom view to a texture
4445                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4446                 GL_ActiveTexture(0);
4447                 CHECKGLERROR
4448                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4449                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4450         }
4451 }
4452
4453 void R_HDR_RenderBloomTexture(void)
4454 {
4455         int oldwidth, oldheight;
4456         float oldcolorscale;
4457
4458         oldcolorscale = r_refdef.view.colorscale;
4459         oldwidth = r_refdef.view.width;
4460         oldheight = r_refdef.view.height;
4461         r_refdef.view.width = r_bloomstate.bloomwidth;
4462         r_refdef.view.height = r_bloomstate.bloomheight;
4463
4464         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4465         // TODO: add exposure compensation features
4466         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4467
4468         r_refdef.view.showdebug = false;
4469         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4470
4471         R_ResetViewRendering3D();
4472
4473         R_ClearScreen(r_refdef.fogenabled);
4474         if (r_timereport_active)
4475                 R_TimeReport("HDRclear");
4476
4477         R_View_Update();
4478         if (r_timereport_active)
4479                 R_TimeReport("visibility");
4480
4481         // only do secondary renders with HDR if r_hdr is 2 or higher
4482         r_waterstate.numwaterplanes = 0;
4483         if (r_waterstate.enabled && r_hdr.integer >= 2)
4484                 R_RenderWaterPlanes();
4485
4486         r_refdef.view.showdebug = true;
4487         R_RenderScene();
4488         r_waterstate.numwaterplanes = 0;
4489
4490         R_ResetViewRendering2D();
4491
4492         R_Bloom_CopyHDRTexture();
4493         R_Bloom_MakeTexture();
4494
4495         // restore the view settings
4496         r_refdef.view.width = oldwidth;
4497         r_refdef.view.height = oldheight;
4498         r_refdef.view.colorscale = oldcolorscale;
4499
4500         R_ResetViewRendering3D();
4501
4502         R_ClearScreen(r_refdef.fogenabled);
4503         if (r_timereport_active)
4504                 R_TimeReport("viewclear");
4505 }
4506
4507 static void R_BlendView(void)
4508 {
4509         if (r_bloomstate.texture_screen)
4510         {
4511                 // make sure the buffer is available
4512                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4513
4514                 R_ResetViewRendering2D();
4515                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4516                 R_Mesh_ColorPointer(NULL, 0, 0);
4517                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4518                 GL_ActiveTexture(0);CHECKGLERROR
4519
4520                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4521                 {  
4522                         // declare variables
4523                         float speed;
4524                         static float avgspeed;
4525
4526                         speed = VectorLength(cl.movement_velocity);
4527
4528                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4529                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4530
4531                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4532                         speed = bound(0, speed, 1);
4533                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4534
4535                         // calculate values into a standard alpha
4536                         cl.motionbluralpha = 1 - exp(-
4537                                         (
4538                                          (r_motionblur.value * speed / 80)
4539                                          +
4540                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4541                                         )
4542                                         /
4543                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4544                                    );
4545
4546                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4547                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4548                         // apply the blur
4549                         if (cl.motionbluralpha > 0)
4550                         {
4551                                 R_SetupGenericShader(true);
4552                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4553                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4554                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4555                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4556                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4557                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4558                         }
4559                 }
4560
4561                 // copy view into the screen texture
4562                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4563                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4564         }
4565
4566         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4567         {
4568                 unsigned int permutation =
4569                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4570                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4571                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4572                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4573                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4574
4575                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4576                 {
4577                         // render simple bloom effect
4578                         // copy the screen and shrink it and darken it for the bloom process
4579                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4580                         // make the bloom texture
4581                         R_Bloom_MakeTexture();
4582                 }
4583
4584                 R_ResetViewRendering2D();
4585                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4586                 R_Mesh_ColorPointer(NULL, 0, 0);
4587                 GL_Color(1, 1, 1, 1);
4588                 GL_BlendFunc(GL_ONE, GL_ZERO);
4589                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4590                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4591                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4592                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4593                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4594                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4595                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4596                 if (r_glsl_permutation->loc_TintColor >= 0)
4597                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4598                 if (r_glsl_permutation->loc_ClientTime >= 0)
4599                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4600                 if (r_glsl_permutation->loc_PixelSize >= 0)
4601                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4602                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4603                 {
4604                         float a=0, b=0, c=0, d=0;
4605 #if _MSC_VER >= 1400
4606 #define sscanf sscanf_s
4607 #endif
4608                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4609                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4610                 }
4611                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4612                 {
4613                         float a=0, b=0, c=0, d=0;
4614                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4615                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4616                 }
4617                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4618                 {
4619                         float a=0, b=0, c=0, d=0;
4620                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4621                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4622                 }
4623                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4624                 {
4625                         float a=0, b=0, c=0, d=0;
4626                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4627                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4628                 }
4629                 if (r_glsl_permutation->loc_Saturation >= 0)
4630                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4631                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4632                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4633                 return;
4634         }
4635
4636
4637
4638         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4639         {
4640                 // render high dynamic range bloom effect
4641                 // the bloom texture was made earlier this render, so we just need to
4642                 // blend it onto the screen...
4643                 R_ResetViewRendering2D();
4644                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4645                 R_Mesh_ColorPointer(NULL, 0, 0);
4646                 R_SetupGenericShader(true);
4647                 GL_Color(1, 1, 1, 1);
4648                 GL_BlendFunc(GL_ONE, GL_ONE);
4649                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4650                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4651                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4652                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4653         }
4654         else if (r_bloomstate.texture_bloom)
4655         {
4656                 // render simple bloom effect
4657                 // copy the screen and shrink it and darken it for the bloom process
4658                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4659                 // make the bloom texture
4660                 R_Bloom_MakeTexture();
4661                 // put the original screen image back in place and blend the bloom
4662                 // texture on it
4663                 R_ResetViewRendering2D();
4664                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4665                 R_Mesh_ColorPointer(NULL, 0, 0);
4666                 GL_Color(1, 1, 1, 1);
4667                 GL_BlendFunc(GL_ONE, GL_ZERO);
4668                 // do both in one pass if possible
4669                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4670                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4671                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4672                 {
4673                         R_SetupGenericTwoTextureShader(GL_ADD);
4674                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4675                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4676                 }
4677                 else
4678                 {
4679                         R_SetupGenericShader(true);
4680                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4681                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4682                         // now blend on the bloom texture
4683                         GL_BlendFunc(GL_ONE, GL_ONE);
4684                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4685                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4686                 }
4687                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4688                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4689         }
4690         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4691         {
4692                 // apply a color tint to the whole view
4693                 R_ResetViewRendering2D();
4694                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4695                 R_Mesh_ColorPointer(NULL, 0, 0);
4696                 R_SetupGenericShader(false);
4697                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4698                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4699                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4700         }
4701 }
4702
4703 matrix4x4_t r_waterscrollmatrix;
4704
4705 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4706 {
4707         if (r_refdef.fog_density)
4708         {
4709                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4710                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4711                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4712
4713                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4714                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4715                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4716                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4717
4718                 {
4719                         vec3_t fogvec;
4720                         VectorCopy(r_refdef.fogcolor, fogvec);
4721                         //   color.rgb *= ContrastBoost * SceneBrightness;
4722                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4723                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4724                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4725                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4726                 }
4727         }
4728 }
4729
4730 void R_UpdateVariables(void)
4731 {
4732         R_Textures_Frame();
4733
4734         r_refdef.scene.ambient = r_ambient.value;
4735
4736         r_refdef.farclip = r_farclip_base.value;
4737         if (r_refdef.scene.worldmodel)
4738                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4739         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4740
4741         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4742                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4743         r_refdef.polygonfactor = 0;
4744         r_refdef.polygonoffset = 0;
4745         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4746         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4747
4748         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4749         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4750         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4751         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4752         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4753         if (r_showsurfaces.integer)
4754         {
4755                 r_refdef.scene.rtworld = false;
4756                 r_refdef.scene.rtworldshadows = false;
4757                 r_refdef.scene.rtdlight = false;
4758                 r_refdef.scene.rtdlightshadows = false;
4759                 r_refdef.lightmapintensity = 0;
4760         }
4761
4762         if (gamemode == GAME_NEHAHRA)
4763         {
4764                 if (gl_fogenable.integer)
4765                 {
4766                         r_refdef.oldgl_fogenable = true;
4767                         r_refdef.fog_density = gl_fogdensity.value;
4768                         r_refdef.fog_red = gl_fogred.value;
4769                         r_refdef.fog_green = gl_foggreen.value;
4770                         r_refdef.fog_blue = gl_fogblue.value;
4771                         r_refdef.fog_alpha = 1;
4772                         r_refdef.fog_start = 0;
4773                         r_refdef.fog_end = gl_skyclip.value;
4774                         r_refdef.fog_height = 1<<30;
4775                         r_refdef.fog_fadedepth = 128;
4776                 }
4777                 else if (r_refdef.oldgl_fogenable)
4778                 {
4779                         r_refdef.oldgl_fogenable = false;
4780                         r_refdef.fog_density = 0;
4781                         r_refdef.fog_red = 0;
4782                         r_refdef.fog_green = 0;
4783                         r_refdef.fog_blue = 0;
4784                         r_refdef.fog_alpha = 0;
4785                         r_refdef.fog_start = 0;
4786                         r_refdef.fog_end = 0;
4787                         r_refdef.fog_height = 1<<30;
4788                         r_refdef.fog_fadedepth = 128;
4789                 }
4790         }
4791
4792         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4793         r_refdef.fog_start = max(0, r_refdef.fog_start);
4794         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4795
4796         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4797
4798         if (r_refdef.fog_density && r_drawfog.integer)
4799         {
4800                 r_refdef.fogenabled = true;
4801                 // this is the point where the fog reaches 0.9986 alpha, which we
4802                 // consider a good enough cutoff point for the texture
4803                 // (0.9986 * 256 == 255.6)
4804                 if (r_fog_exp2.integer)
4805                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4806                 else
4807                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4808                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4809                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4810                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4811                 // fog color was already set
4812                 // update the fog texture
4813                 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)
4814                         R_BuildFogTexture();
4815         }
4816         else
4817                 r_refdef.fogenabled = false;
4818
4819         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4820         {
4821                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4822                 {
4823                         // build GLSL gamma texture
4824 #define RAMPWIDTH 256
4825                         unsigned short ramp[RAMPWIDTH * 3];
4826                         unsigned char rampbgr[RAMPWIDTH][4];
4827                         int i;
4828
4829                         r_texture_gammaramps_serial = vid_gammatables_serial;
4830
4831                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4832                         for(i = 0; i < RAMPWIDTH; ++i)
4833                         {
4834                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4835                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4836                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4837                                 rampbgr[i][3] = 0;
4838                         }
4839                         if (r_texture_gammaramps)
4840                         {
4841                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4842                         }
4843                         else
4844                         {
4845                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4846                         }
4847                 }
4848         }
4849         else
4850         {
4851                 // remove GLSL gamma texture
4852         }
4853 }
4854
4855 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4856 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4857 /*
4858 ================
4859 R_SelectScene
4860 ================
4861 */
4862 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4863         if( scenetype != r_currentscenetype ) {
4864                 // store the old scenetype
4865                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4866                 r_currentscenetype = scenetype;
4867                 // move in the new scene
4868                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4869         }
4870 }
4871
4872 /*
4873 ================
4874 R_GetScenePointer
4875 ================
4876 */
4877 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4878 {
4879         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4880         if( scenetype == r_currentscenetype ) {
4881                 return &r_refdef.scene;
4882         } else {
4883                 return &r_scenes_store[ scenetype ];
4884         }
4885 }
4886
4887 /*
4888 ================
4889 R_RenderView
4890 ================
4891 */
4892 void R_RenderView(void)
4893 {
4894         if (r_timereport_active)
4895                 R_TimeReport("start");
4896         r_frame++; // used only by R_GetCurrentTexture
4897         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4898
4899         R_AnimCache_NewFrame();
4900
4901         if (r_refdef.view.isoverlay)
4902         {
4903                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4904                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4905                 R_TimeReport("depthclear");
4906
4907                 r_refdef.view.showdebug = false;
4908
4909                 r_waterstate.enabled = false;
4910                 r_waterstate.numwaterplanes = 0;
4911
4912                 R_RenderScene();
4913
4914                 CHECKGLERROR
4915                 return;
4916         }
4917
4918         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4919                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4920
4921         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4922
4923         // break apart the view matrix into vectors for various purposes
4924         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4925         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4926         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4927         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4928         // make an inverted copy of the view matrix for tracking sprites
4929         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4930
4931         R_Shadow_UpdateWorldLightSelection();
4932
4933         R_Bloom_StartFrame();
4934         R_Water_StartFrame();
4935
4936         CHECKGLERROR
4937         if (r_timereport_active)
4938                 R_TimeReport("viewsetup");
4939
4940         R_ResetViewRendering3D();
4941
4942         if (r_refdef.view.clear || r_refdef.fogenabled)
4943         {
4944                 R_ClearScreen(r_refdef.fogenabled);
4945                 if (r_timereport_active)
4946                         R_TimeReport("viewclear");
4947         }
4948         r_refdef.view.clear = true;
4949
4950         // this produces a bloom texture to be used in R_BlendView() later
4951         if (r_hdr.integer)
4952                 R_HDR_RenderBloomTexture();
4953
4954         r_refdef.view.showdebug = true;
4955
4956         R_View_Update();
4957         if (r_timereport_active)
4958                 R_TimeReport("visibility");
4959
4960         r_waterstate.numwaterplanes = 0;
4961         if (r_waterstate.enabled)
4962                 R_RenderWaterPlanes();
4963
4964         R_RenderScene();
4965         r_waterstate.numwaterplanes = 0;
4966
4967         R_BlendView();
4968         if (r_timereport_active)
4969                 R_TimeReport("blendview");
4970
4971         GL_Scissor(0, 0, vid.width, vid.height);
4972         GL_ScissorTest(false);
4973         CHECKGLERROR
4974 }
4975
4976 void R_RenderWaterPlanes(void)
4977 {
4978         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4979         {
4980                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4981                 if (r_timereport_active)
4982                         R_TimeReport("waterworld");
4983         }
4984
4985         // don't let sound skip if going slow
4986         if (r_refdef.scene.extraupdate)
4987                 S_ExtraUpdate ();
4988
4989         R_DrawModelsAddWaterPlanes();
4990         if (r_timereport_active)
4991                 R_TimeReport("watermodels");
4992
4993         if (r_waterstate.numwaterplanes)
4994         {
4995                 R_Water_ProcessPlanes();
4996                 if (r_timereport_active)
4997                         R_TimeReport("waterscenes");
4998         }
4999 }
5000
5001 extern void R_DrawLightningBeams (void);
5002 extern void VM_CL_AddPolygonsToMeshQueue (void);
5003 extern void R_DrawPortals (void);
5004 extern cvar_t cl_locs_show;
5005 static void R_DrawLocs(void);
5006 static void R_DrawEntityBBoxes(void);
5007 static void R_DrawModelDecals(void);
5008 extern cvar_t cl_decals_newsystem;
5009 void R_RenderScene(void)
5010 {
5011         r_refdef.stats.renders++;
5012
5013         R_UpdateFogColor();
5014
5015         // don't let sound skip if going slow
5016         if (r_refdef.scene.extraupdate)
5017                 S_ExtraUpdate ();
5018
5019         R_MeshQueue_BeginScene();
5020
5021         R_SkyStartFrame();
5022
5023         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);
5024
5025         if (cl.csqc_vidvars.drawworld)
5026         {
5027                 // don't let sound skip if going slow
5028                 if (r_refdef.scene.extraupdate)
5029                         S_ExtraUpdate ();
5030
5031                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5032                 {
5033                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5034                         if (r_timereport_active)
5035                                 R_TimeReport("worldsky");
5036                 }
5037
5038                 if (R_DrawBrushModelsSky() && r_timereport_active)
5039                         R_TimeReport("bmodelsky");
5040
5041                 if (skyrendermasked && skyrenderlater)
5042                 {
5043                         // we have to force off the water clipping plane while rendering sky
5044                         R_SetupView(false);
5045                         R_Sky();
5046                         R_SetupView(true);
5047                 }
5048         }
5049
5050         R_AnimCache_CacheVisibleEntities();
5051
5052         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5053         {
5054                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5055                 if (r_timereport_active)
5056                         R_TimeReport("worlddepth");
5057         }
5058         if (r_depthfirst.integer >= 2)
5059         {
5060                 R_DrawModelsDepth();
5061                 if (r_timereport_active)
5062                         R_TimeReport("modeldepth");
5063         }
5064
5065         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5066         {
5067                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5068                 if (r_timereport_active)
5069                         R_TimeReport("world");
5070         }
5071
5072         // don't let sound skip if going slow
5073         if (r_refdef.scene.extraupdate)
5074                 S_ExtraUpdate ();
5075
5076         R_DrawModels();
5077         if (r_timereport_active)
5078                 R_TimeReport("models");
5079
5080         // don't let sound skip if going slow
5081         if (r_refdef.scene.extraupdate)
5082                 S_ExtraUpdate ();
5083
5084         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5085         {
5086                 R_DrawModelShadows();
5087                 R_ResetViewRendering3D();
5088                 // don't let sound skip if going slow
5089                 if (r_refdef.scene.extraupdate)
5090                         S_ExtraUpdate ();
5091         }
5092
5093         R_ShadowVolumeLighting(false);
5094         if (r_timereport_active)
5095                 R_TimeReport("rtlights");
5096
5097         // don't let sound skip if going slow
5098         if (r_refdef.scene.extraupdate)
5099                 S_ExtraUpdate ();
5100
5101         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5102         {
5103                 R_DrawModelShadows();
5104                 R_ResetViewRendering3D();
5105                 // don't let sound skip if going slow
5106                 if (r_refdef.scene.extraupdate)
5107                         S_ExtraUpdate ();
5108         }
5109
5110         if (cl.csqc_vidvars.drawworld)
5111         {
5112                 if (cl_decals_newsystem.integer)
5113                 {
5114                         R_DrawModelDecals();
5115                         if (r_timereport_active)
5116                                 R_TimeReport("modeldecals");
5117                 }
5118                 else
5119                 {
5120                         R_DrawDecals();
5121                         if (r_timereport_active)
5122                                 R_TimeReport("decals");
5123                 }
5124
5125                 R_DrawParticles();
5126                 if (r_timereport_active)
5127                         R_TimeReport("particles");
5128
5129                 R_DrawExplosions();
5130                 if (r_timereport_active)
5131                         R_TimeReport("explosions");
5132
5133                 R_DrawLightningBeams();
5134                 if (r_timereport_active)
5135                         R_TimeReport("lightning");
5136         }
5137
5138         R_SetupGenericShader(true);
5139         VM_CL_AddPolygonsToMeshQueue();
5140
5141         if (r_refdef.view.showdebug)
5142         {
5143                 if (cl_locs_show.integer)
5144                 {
5145                         R_DrawLocs();
5146                         if (r_timereport_active)
5147                                 R_TimeReport("showlocs");
5148                 }
5149
5150                 if (r_drawportals.integer)
5151                 {
5152                         R_DrawPortals();
5153                         if (r_timereport_active)
5154                                 R_TimeReport("portals");
5155                 }
5156
5157                 if (r_showbboxes.value > 0)
5158                 {
5159                         R_DrawEntityBBoxes();
5160                         if (r_timereport_active)
5161                                 R_TimeReport("bboxes");
5162                 }
5163         }
5164
5165         R_SetupGenericShader(true);
5166         R_MeshQueue_RenderTransparent();
5167         if (r_timereport_active)
5168                 R_TimeReport("drawtrans");
5169
5170         R_SetupGenericShader(true);
5171
5172         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))
5173         {
5174                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5175                 if (r_timereport_active)
5176                         R_TimeReport("worlddebug");
5177                 R_DrawModelsDebug();
5178                 if (r_timereport_active)
5179                         R_TimeReport("modeldebug");
5180         }
5181
5182         R_SetupGenericShader(true);
5183
5184         if (cl.csqc_vidvars.drawworld)
5185         {
5186                 R_DrawCoronas();
5187                 if (r_timereport_active)
5188                         R_TimeReport("coronas");
5189         }
5190
5191         // don't let sound skip if going slow
5192         if (r_refdef.scene.extraupdate)
5193                 S_ExtraUpdate ();
5194
5195         R_ResetViewRendering2D();
5196 }
5197
5198 static const unsigned short bboxelements[36] =
5199 {
5200         5, 1, 3, 5, 3, 7,
5201         6, 2, 0, 6, 0, 4,
5202         7, 3, 2, 7, 2, 6,
5203         4, 0, 1, 4, 1, 5,
5204         4, 5, 7, 4, 7, 6,
5205         1, 0, 2, 1, 2, 3,
5206 };
5207
5208 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5209 {
5210         int i;
5211         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5212
5213         RSurf_ActiveWorldEntity();
5214
5215         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5216         GL_DepthMask(false);
5217         GL_DepthRange(0, 1);
5218         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5219         R_Mesh_ResetTextureState();
5220
5221         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5222         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5223         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5224         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5225         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5226         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5227         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5228         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5229         R_FillColors(color4f, 8, cr, cg, cb, ca);
5230         if (r_refdef.fogenabled)
5231         {
5232                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5233                 {
5234                         f1 = RSurf_FogVertex(v);
5235                         f2 = 1 - f1;
5236                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5237                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5238                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5239                 }
5240         }
5241         R_Mesh_VertexPointer(vertex3f, 0, 0);
5242         R_Mesh_ColorPointer(color4f, 0, 0);
5243         R_Mesh_ResetTextureState();
5244         R_SetupGenericShader(false);
5245         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5246 }
5247
5248 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5249 {
5250         int i;
5251         float color[4];
5252         prvm_edict_t *edict;
5253         prvm_prog_t *prog_save = prog;
5254
5255         // this function draws bounding boxes of server entities
5256         if (!sv.active)
5257                 return;
5258
5259         GL_CullFace(GL_NONE);
5260         R_SetupGenericShader(false);
5261
5262         prog = 0;
5263         SV_VM_Begin();
5264         for (i = 0;i < numsurfaces;i++)
5265         {
5266                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5267                 switch ((int)edict->fields.server->solid)
5268                 {
5269                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5270                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5271                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5272                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5273                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5274                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5275                 }
5276                 color[3] *= r_showbboxes.value;
5277                 color[3] = bound(0, color[3], 1);
5278                 GL_DepthTest(!r_showdisabledepthtest.integer);
5279                 GL_CullFace(r_refdef.view.cullface_front);
5280                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5281         }
5282         SV_VM_End();
5283         prog = prog_save;
5284 }
5285
5286 static void R_DrawEntityBBoxes(void)
5287 {
5288         int i;
5289         prvm_edict_t *edict;
5290         vec3_t center;
5291         prvm_prog_t *prog_save = prog;
5292
5293         // this function draws bounding boxes of server entities
5294         if (!sv.active)
5295                 return;
5296
5297         prog = 0;
5298         SV_VM_Begin();
5299         for (i = 0;i < prog->num_edicts;i++)
5300         {
5301                 edict = PRVM_EDICT_NUM(i);
5302                 if (edict->priv.server->free)
5303                         continue;
5304                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5305                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5306                         continue;
5307                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5308                         continue;
5309                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5310                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5311         }
5312         SV_VM_End();
5313         prog = prog_save;
5314 }
5315
5316 static const int nomodelelement3i[24] =
5317 {
5318         5, 2, 0,
5319         5, 1, 2,
5320         5, 0, 3,
5321         5, 3, 1,
5322         0, 2, 4,
5323         2, 1, 4,
5324         3, 0, 4,
5325         1, 3, 4
5326 };
5327
5328 static const unsigned short nomodelelement3s[24] =
5329 {
5330         5, 2, 0,
5331         5, 1, 2,
5332         5, 0, 3,
5333         5, 3, 1,
5334         0, 2, 4,
5335         2, 1, 4,
5336         3, 0, 4,
5337         1, 3, 4
5338 };
5339
5340 static const float nomodelvertex3f[6*3] =
5341 {
5342         -16,   0,   0,
5343          16,   0,   0,
5344           0, -16,   0,
5345           0,  16,   0,
5346           0,   0, -16,
5347           0,   0,  16
5348 };
5349
5350 static const float nomodelcolor4f[6*4] =
5351 {
5352         0.0f, 0.0f, 0.5f, 1.0f,
5353         0.0f, 0.0f, 0.5f, 1.0f,
5354         0.0f, 0.5f, 0.0f, 1.0f,
5355         0.0f, 0.5f, 0.0f, 1.0f,
5356         0.5f, 0.0f, 0.0f, 1.0f,
5357         0.5f, 0.0f, 0.0f, 1.0f
5358 };
5359
5360 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5361 {
5362         int i;
5363         float f1, f2, *c;
5364         float color4f[6*4];
5365
5366         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5367
5368         // this is only called once per entity so numsurfaces is always 1, and
5369         // surfacelist is always {0}, so this code does not handle batches
5370
5371         if (rsurface.ent_flags & RENDER_ADDITIVE)
5372         {
5373                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5374                 GL_DepthMask(false);
5375         }
5376         else if (rsurface.ent_color[3] < 1)
5377         {
5378                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5379                 GL_DepthMask(false);
5380         }
5381         else
5382         {
5383                 GL_BlendFunc(GL_ONE, GL_ZERO);
5384                 GL_DepthMask(true);
5385         }
5386         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5387         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5388         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5389         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5390         R_SetupGenericShader(false);
5391         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5392         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5393         R_Mesh_ColorPointer(color4f, 0, 0);
5394         for (i = 0, c = color4f;i < 6;i++, c += 4)
5395         {
5396                 c[0] *= rsurface.ent_color[0];
5397                 c[1] *= rsurface.ent_color[1];
5398                 c[2] *= rsurface.ent_color[2];
5399                 c[3] *= rsurface.ent_color[3];
5400         }
5401         if (r_refdef.fogenabled)
5402         {
5403                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5404                 {
5405                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5406                         f2 = 1 - f1;
5407                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5408                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5409                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5410                 }
5411         }
5412         R_Mesh_ResetTextureState();
5413         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5414 }
5415
5416 void R_DrawNoModel(entity_render_t *ent)
5417 {
5418         vec3_t org;
5419         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5420         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5421                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5422         else
5423                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5424 }
5425
5426 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5427 {
5428         vec3_t right1, right2, diff, normal;
5429
5430         VectorSubtract (org2, org1, normal);
5431
5432         // calculate 'right' vector for start
5433         VectorSubtract (r_refdef.view.origin, org1, diff);
5434         CrossProduct (normal, diff, right1);
5435         VectorNormalize (right1);
5436
5437         // calculate 'right' vector for end
5438         VectorSubtract (r_refdef.view.origin, org2, diff);
5439         CrossProduct (normal, diff, right2);
5440         VectorNormalize (right2);
5441
5442         vert[ 0] = org1[0] + width * right1[0];
5443         vert[ 1] = org1[1] + width * right1[1];
5444         vert[ 2] = org1[2] + width * right1[2];
5445         vert[ 3] = org1[0] - width * right1[0];
5446         vert[ 4] = org1[1] - width * right1[1];
5447         vert[ 5] = org1[2] - width * right1[2];
5448         vert[ 6] = org2[0] - width * right2[0];
5449         vert[ 7] = org2[1] - width * right2[1];
5450         vert[ 8] = org2[2] - width * right2[2];
5451         vert[ 9] = org2[0] + width * right2[0];
5452         vert[10] = org2[1] + width * right2[1];
5453         vert[11] = org2[2] + width * right2[2];
5454 }
5455
5456 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5457 {
5458         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5459         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5460         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5461         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5462         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5463         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5464         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5465         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5466         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5467         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5468         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5469         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5470 }
5471
5472 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5473 {
5474         int i;
5475         float *vertex3f;
5476         float v[3];
5477         VectorSet(v, x, y, z);
5478         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5479                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5480                         break;
5481         if (i == mesh->numvertices)
5482         {
5483                 if (mesh->numvertices < mesh->maxvertices)
5484                 {
5485                         VectorCopy(v, vertex3f);
5486                         mesh->numvertices++;
5487                 }
5488                 return mesh->numvertices;
5489         }
5490         else
5491                 return i;
5492 }
5493
5494 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5495 {
5496         int i;
5497         int *e, element[3];
5498         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5499         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5500         e = mesh->element3i + mesh->numtriangles * 3;
5501         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5502         {
5503                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5504                 if (mesh->numtriangles < mesh->maxtriangles)
5505                 {
5506                         *e++ = element[0];
5507                         *e++ = element[1];
5508                         *e++ = element[2];
5509                         mesh->numtriangles++;
5510                 }
5511                 element[1] = element[2];
5512         }
5513 }
5514
5515 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5516 {
5517         int i;
5518         int *e, element[3];
5519         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5520         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5521         e = mesh->element3i + mesh->numtriangles * 3;
5522         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5523         {
5524                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5525                 if (mesh->numtriangles < mesh->maxtriangles)
5526                 {
5527                         *e++ = element[0];
5528                         *e++ = element[1];
5529                         *e++ = element[2];
5530                         mesh->numtriangles++;
5531                 }
5532                 element[1] = element[2];
5533         }
5534 }
5535
5536 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5537 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5538 {
5539         int planenum, planenum2;
5540         int w;
5541         int tempnumpoints;
5542         mplane_t *plane, *plane2;
5543         double maxdist;
5544         double temppoints[2][256*3];
5545         // figure out how large a bounding box we need to properly compute this brush
5546         maxdist = 0;
5547         for (w = 0;w < numplanes;w++)
5548                 maxdist = max(maxdist, fabs(planes[w].dist));
5549         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5550         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5551         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5552         {
5553                 w = 0;
5554                 tempnumpoints = 4;
5555                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5556                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5557                 {
5558                         if (planenum2 == planenum)
5559                                 continue;
5560                         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);
5561                         w = !w;
5562                 }
5563                 if (tempnumpoints < 3)
5564                         continue;
5565                 // generate elements forming a triangle fan for this polygon
5566                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5567         }
5568 }
5569
5570 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)
5571 {
5572         texturelayer_t *layer;
5573         layer = t->currentlayers + t->currentnumlayers++;
5574         layer->type = type;
5575         layer->depthmask = depthmask;
5576         layer->blendfunc1 = blendfunc1;
5577         layer->blendfunc2 = blendfunc2;
5578         layer->texture = texture;
5579         layer->texmatrix = *matrix;
5580         layer->color[0] = r * r_refdef.view.colorscale;
5581         layer->color[1] = g * r_refdef.view.colorscale;
5582         layer->color[2] = b * r_refdef.view.colorscale;
5583         layer->color[3] = a;
5584 }
5585
5586 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5587 {
5588         double index, f;
5589         index = parms[2] + r_refdef.scene.time * parms[3];
5590         index -= floor(index);
5591         switch (func)
5592         {
5593         default:
5594         case Q3WAVEFUNC_NONE:
5595         case Q3WAVEFUNC_NOISE:
5596         case Q3WAVEFUNC_COUNT:
5597                 f = 0;
5598                 break;
5599         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5600         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5601         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5602         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5603         case Q3WAVEFUNC_TRIANGLE:
5604                 index *= 4;
5605                 f = index - floor(index);
5606                 if (index < 1)
5607                         f = f;
5608                 else if (index < 2)
5609                         f = 1 - f;
5610                 else if (index < 3)
5611                         f = -f;
5612                 else
5613                         f = -(1 - f);
5614                 break;
5615         }
5616         return (float)(parms[0] + parms[1] * f);
5617 }
5618
5619 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5620 {
5621         int w, h, idx;
5622         float f;
5623         float tcmat[12];
5624         matrix4x4_t matrix, temp;
5625         switch(tcmod->tcmod)
5626         {
5627                 case Q3TCMOD_COUNT:
5628                 case Q3TCMOD_NONE:
5629                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5630                                 matrix = r_waterscrollmatrix;
5631                         else
5632                                 matrix = identitymatrix;
5633                         break;
5634                 case Q3TCMOD_ENTITYTRANSLATE:
5635                         // this is used in Q3 to allow the gamecode to control texcoord
5636                         // scrolling on the entity, which is not supported in darkplaces yet.
5637                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5638                         break;
5639                 case Q3TCMOD_ROTATE:
5640                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5641                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5642                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5643                         break;
5644                 case Q3TCMOD_SCALE:
5645                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5646                         break;
5647                 case Q3TCMOD_SCROLL:
5648                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5649                         break;
5650                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5651                         w = (int) tcmod->parms[0];
5652                         h = (int) tcmod->parms[1];
5653                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5654                         f = f - floor(f);
5655                         idx = (int) floor(f * w * h);
5656                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5657                         break;
5658                 case Q3TCMOD_STRETCH:
5659                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5660                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5661                         break;
5662                 case Q3TCMOD_TRANSFORM:
5663                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5664                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5665                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5666                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5667                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5668                         break;
5669                 case Q3TCMOD_TURBULENT:
5670                         // this is handled in the RSurf_PrepareVertices function
5671                         matrix = identitymatrix;
5672                         break;
5673         }
5674         temp = *texmatrix;
5675         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5676 }
5677
5678 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5679 {
5680         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5681         char name[MAX_QPATH];
5682         skinframe_t *skinframe;
5683         unsigned char pixels[296*194];
5684         strlcpy(cache->name, skinname, sizeof(cache->name));
5685         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5686         if (developer_loading.integer)
5687                 Con_Printf("loading %s\n", name);
5688         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5689         if (!skinframe || !skinframe->base)
5690         {
5691                 unsigned char *f;
5692                 fs_offset_t filesize;
5693                 skinframe = NULL;
5694                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5695                 if (f)
5696                 {
5697                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5698                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5699                         Mem_Free(f);
5700                 }
5701         }
5702         cache->skinframe = skinframe;
5703 }
5704
5705 texture_t *R_GetCurrentTexture(texture_t *t)
5706 {
5707         int i;
5708         const entity_render_t *ent = rsurface.entity;
5709         dp_model_t *model = ent->model;
5710         q3shaderinfo_layer_tcmod_t *tcmod;
5711
5712         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5713                 return t->currentframe;
5714         t->update_lastrenderframe = r_frame;
5715         t->update_lastrenderentity = (void *)ent;
5716
5717         // switch to an alternate material if this is a q1bsp animated material
5718         {
5719                 texture_t *texture = t;
5720                 int s = rsurface.ent_skinnum;
5721                 if ((unsigned int)s >= (unsigned int)model->numskins)
5722                         s = 0;
5723                 if (model->skinscenes)
5724                 {
5725                         if (model->skinscenes[s].framecount > 1)
5726                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5727                         else
5728                                 s = model->skinscenes[s].firstframe;
5729                 }
5730                 if (s > 0)
5731                         t = t + s * model->num_surfaces;
5732                 if (t->animated)
5733                 {
5734                         // use an alternate animation if the entity's frame is not 0,
5735                         // and only if the texture has an alternate animation
5736                         if (rsurface.ent_alttextures && t->anim_total[1])
5737                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5738                         else
5739                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5740                 }
5741                 texture->currentframe = t;
5742         }
5743
5744         // update currentskinframe to be a qw skin or animation frame
5745         if (rsurface.ent_qwskin >= 0)
5746         {
5747                 i = rsurface.ent_qwskin;
5748                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5749                 {
5750                         r_qwskincache_size = cl.maxclients;
5751                         if (r_qwskincache)
5752                                 Mem_Free(r_qwskincache);
5753                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5754                 }
5755                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5756                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5757                 t->currentskinframe = r_qwskincache[i].skinframe;
5758                 if (t->currentskinframe == NULL)
5759                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5760         }
5761         else if (t->numskinframes >= 2)
5762                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5763         if (t->backgroundnumskinframes >= 2)
5764                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5765
5766         t->currentmaterialflags = t->basematerialflags;
5767         t->currentalpha = rsurface.ent_color[3];
5768         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5769                 t->currentalpha *= r_wateralpha.value;
5770         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5771                 t->currentalpha *= t->r_water_wateralpha;
5772         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5773                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5774         if (!(rsurface.ent_flags & RENDER_LIGHT))
5775                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5776         else if (rsurface.modeltexcoordlightmap2f == NULL)
5777         {
5778                 // pick a model lighting mode
5779                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5780                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5781                 else
5782                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5783         }
5784         if (rsurface.ent_flags & RENDER_ADDITIVE)
5785                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5786         else if (t->currentalpha < 1)
5787                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5788         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5789                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5790         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5791                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5792         if (t->backgroundnumskinframes)
5793                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5794         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5795         {
5796                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5797                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5798         }
5799         else
5800                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5801
5802         // there is no tcmod
5803         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5804         {
5805                 t->currenttexmatrix = r_waterscrollmatrix;
5806                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5807         }
5808         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5809         {
5810                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5811                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5812         }
5813
5814         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5815                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5816         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5817                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5818
5819         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5820         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5821         t->glosstexture = r_texture_black;
5822         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5823         t->backgroundglosstexture = r_texture_black;
5824         t->specularpower = r_shadow_glossexponent.value;
5825         // TODO: store reference values for these in the texture?
5826         t->specularscale = 0;
5827         if (r_shadow_gloss.integer > 0)
5828         {
5829                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5830                 {
5831                         if (r_shadow_glossintensity.value > 0)
5832                         {
5833                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5834                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5835                                 t->specularscale = r_shadow_glossintensity.value;
5836                         }
5837                 }
5838                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5839                 {
5840                         t->glosstexture = r_texture_white;
5841                         t->backgroundglosstexture = r_texture_white;
5842                         t->specularscale = r_shadow_gloss2intensity.value;
5843                         t->specularpower = r_shadow_gloss2exponent.value;
5844                 }
5845         }
5846         t->specularscale *= t->specularscalemod;
5847         t->specularpower *= t->specularpowermod;
5848
5849         // lightmaps mode looks bad with dlights using actual texturing, so turn
5850         // off the colormap and glossmap, but leave the normalmap on as it still
5851         // accurately represents the shading involved
5852         if (gl_lightmaps.integer)
5853         {
5854                 t->basetexture = r_texture_grey128;
5855                 t->backgroundbasetexture = NULL;
5856                 t->specularscale = 0;
5857                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5858         }
5859
5860         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5861         VectorClear(t->dlightcolor);
5862         t->currentnumlayers = 0;
5863         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5864         {
5865                 int layerflags = 0;
5866                 int blendfunc1, blendfunc2;
5867                 qboolean depthmask;
5868                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5869                 {
5870                         blendfunc1 = GL_SRC_ALPHA;
5871                         blendfunc2 = GL_ONE;
5872                 }
5873                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5874                 {
5875                         blendfunc1 = GL_SRC_ALPHA;
5876                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5877                 }
5878                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5879                 {
5880                         blendfunc1 = t->customblendfunc[0];
5881                         blendfunc2 = t->customblendfunc[1];
5882                 }
5883                 else
5884                 {
5885                         blendfunc1 = GL_ONE;
5886                         blendfunc2 = GL_ZERO;
5887                 }
5888                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5889                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5890                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5891                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5892                 {
5893                         // fullbright is not affected by r_refdef.lightmapintensity
5894                         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]);
5895                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5896                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5897                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5898                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5899                 }
5900                 else
5901                 {
5902                         vec3_t ambientcolor;
5903                         float colorscale;
5904                         // set the color tint used for lights affecting this surface
5905                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5906                         colorscale = 2;
5907                         // q3bsp has no lightmap updates, so the lightstylevalue that
5908                         // would normally be baked into the lightmap must be
5909                         // applied to the color
5910                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5911                         if (model->type == mod_brushq3)
5912                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5913                         colorscale *= r_refdef.lightmapintensity;
5914                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5915                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5916                         // basic lit geometry
5917                         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]);
5918                         // add pants/shirt if needed
5919                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5920                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5921                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5922                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5923                         // now add ambient passes if needed
5924                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5925                         {
5926                                 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]);
5927                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5928                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5929                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5930                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5931                         }
5932                 }
5933                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5934                         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]);
5935                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5936                 {
5937                         // if this is opaque use alpha blend which will darken the earlier
5938                         // passes cheaply.
5939                         //
5940                         // if this is an alpha blended material, all the earlier passes
5941                         // were darkened by fog already, so we only need to add the fog
5942                         // color ontop through the fog mask texture
5943                         //
5944                         // if this is an additive blended material, all the earlier passes
5945                         // were darkened by fog already, and we should not add fog color
5946                         // (because the background was not darkened, there is no fog color
5947                         // that was lost behind it).
5948                         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]);
5949                 }
5950         }
5951
5952         return t->currentframe;
5953 }
5954
5955 rsurfacestate_t rsurface;
5956
5957 void R_Mesh_ResizeArrays(int newvertices)
5958 {
5959         float *base;
5960         if (rsurface.array_size >= newvertices)
5961                 return;
5962         if (rsurface.array_modelvertex3f)
5963                 Mem_Free(rsurface.array_modelvertex3f);
5964         rsurface.array_size = (newvertices + 1023) & ~1023;
5965         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5966         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5967         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5968         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5969         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5970         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5971         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5972         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5973         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5974         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5975         rsurface.array_color4f           = base + rsurface.array_size * 27;
5976         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5977 }
5978
5979 void RSurf_ActiveWorldEntity(void)
5980 {
5981         dp_model_t *model = r_refdef.scene.worldmodel;
5982         //if (rsurface.entity == r_refdef.scene.worldentity)
5983         //      return;
5984         rsurface.entity = r_refdef.scene.worldentity;
5985         rsurface.skeleton = NULL;
5986         rsurface.ent_skinnum = 0;
5987         rsurface.ent_qwskin = -1;
5988         rsurface.ent_shadertime = 0;
5989         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
5990         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
5991         if (rsurface.array_size < model->surfmesh.num_vertices)
5992                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5993         rsurface.matrix = identitymatrix;
5994         rsurface.inversematrix = identitymatrix;
5995         rsurface.matrixscale = 1;
5996         rsurface.inversematrixscale = 1;
5997         R_Mesh_Matrix(&identitymatrix);
5998         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5999         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6000         rsurface.fograngerecip = r_refdef.fograngerecip;
6001         rsurface.fogheightfade = r_refdef.fogheightfade;
6002         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6003         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6004         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6005         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6006         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6007         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6008         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6009         VectorSet(rsurface.glowmod, 1, 1, 1);
6010         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6011         rsurface.frameblend[0].lerp = 1;
6012         rsurface.ent_alttextures = false;
6013         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6014         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6015         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6016         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6017         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6018         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6019         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6020         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6021         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6022         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6023         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6024         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6025         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6026         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6027         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6028         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6029         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6030         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6031         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6032         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6033         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6034         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6035         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6036         rsurface.modelelement3i = model->surfmesh.data_element3i;
6037         rsurface.modelelement3s = model->surfmesh.data_element3s;
6038         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6039         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6040         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6041         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6042         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6043         rsurface.modelsurfaces = model->data_surfaces;
6044         rsurface.generatedvertex = false;
6045         rsurface.vertex3f  = rsurface.modelvertex3f;
6046         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6047         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6048         rsurface.svector3f = rsurface.modelsvector3f;
6049         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6050         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6051         rsurface.tvector3f = rsurface.modeltvector3f;
6052         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6053         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6054         rsurface.normal3f  = rsurface.modelnormal3f;
6055         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6056         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6057         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6058 }
6059
6060 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6061 {
6062         dp_model_t *model = ent->model;
6063         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6064         //      return;
6065         rsurface.entity = (entity_render_t *)ent;
6066         rsurface.skeleton = ent->skeleton;
6067         rsurface.ent_skinnum = ent->skinnum;
6068         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6069         rsurface.ent_shadertime = ent->shadertime;
6070         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6071         rsurface.ent_flags = ent->flags;
6072         if (rsurface.array_size < model->surfmesh.num_vertices)
6073                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6074         rsurface.matrix = ent->matrix;
6075         rsurface.inversematrix = ent->inversematrix;
6076         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6077         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6078         R_Mesh_Matrix(&rsurface.matrix);
6079         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6080         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6081         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6082         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6083         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6084         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6085         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6086         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6087         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6088         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6089         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6090         VectorCopy(ent->glowmod, rsurface.glowmod);
6091         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6092         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6093         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6094         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6095         if (ent->model->brush.submodel)
6096         {
6097                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6098                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6099         }
6100         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6101         {
6102                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6103                 {
6104                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6105                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6106                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6107                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6108                 }
6109                 else if (wanttangents)
6110                 {
6111                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6112                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6113                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6114                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6115                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6116                 }
6117                 else if (wantnormals)
6118                 {
6119                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6120                         rsurface.modelsvector3f = NULL;
6121                         rsurface.modeltvector3f = NULL;
6122                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6123                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6124                 }
6125                 else
6126                 {
6127                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6128                         rsurface.modelsvector3f = NULL;
6129                         rsurface.modeltvector3f = NULL;
6130                         rsurface.modelnormal3f = NULL;
6131                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6132                 }
6133                 rsurface.modelvertex3f_bufferobject = 0;
6134                 rsurface.modelvertex3f_bufferoffset = 0;
6135                 rsurface.modelsvector3f_bufferobject = 0;
6136                 rsurface.modelsvector3f_bufferoffset = 0;
6137                 rsurface.modeltvector3f_bufferobject = 0;
6138                 rsurface.modeltvector3f_bufferoffset = 0;
6139                 rsurface.modelnormal3f_bufferobject = 0;
6140                 rsurface.modelnormal3f_bufferoffset = 0;
6141                 rsurface.generatedvertex = true;
6142         }
6143         else
6144         {
6145                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6146                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6147                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6148                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6149                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6150                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6151                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6152                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6153                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6154                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6155                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6156                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6157                 rsurface.generatedvertex = false;
6158         }
6159         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6160         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6161         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6162         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6163         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6164         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6165         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6166         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6167         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6168         rsurface.modelelement3i = model->surfmesh.data_element3i;
6169         rsurface.modelelement3s = model->surfmesh.data_element3s;
6170         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6171         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6172         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6173         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6174         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6175         rsurface.modelsurfaces = model->data_surfaces;
6176         rsurface.vertex3f  = rsurface.modelvertex3f;
6177         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6178         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6179         rsurface.svector3f = rsurface.modelsvector3f;
6180         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6181         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6182         rsurface.tvector3f = rsurface.modeltvector3f;
6183         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6184         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6185         rsurface.normal3f  = rsurface.modelnormal3f;
6186         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6187         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6188         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6189 }
6190
6191 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6192 {
6193         rsurface.entity = r_refdef.scene.worldentity;
6194         rsurface.skeleton = NULL;
6195         rsurface.ent_skinnum = 0;
6196         rsurface.ent_qwskin = -1;
6197         rsurface.ent_shadertime = shadertime;
6198         Vector4Set(rsurface.ent_color, r, g, b, a);
6199         rsurface.ent_flags = entflags;
6200         rsurface.modelnum_vertices = numvertices;
6201         rsurface.modelnum_triangles = numtriangles;
6202         if (rsurface.array_size < rsurface.modelnum_vertices)
6203                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6204         rsurface.matrix = *matrix;
6205         rsurface.inversematrix = *inversematrix;
6206         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6207         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6208         R_Mesh_Matrix(&rsurface.matrix);
6209         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6210         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6211         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6212         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6213         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6214         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6215         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6216         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6217         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6218         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6219         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6220         VectorSet(rsurface.glowmod, 1, 1, 1);
6221         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6222         rsurface.frameblend[0].lerp = 1;
6223         rsurface.ent_alttextures = false;
6224         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6225         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6226         if (wanttangents)
6227         {
6228                 rsurface.modelvertex3f = vertex3f;
6229                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6230                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6231                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6232         }
6233         else if (wantnormals)
6234         {
6235                 rsurface.modelvertex3f = vertex3f;
6236                 rsurface.modelsvector3f = NULL;
6237                 rsurface.modeltvector3f = NULL;
6238                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6239         }
6240         else
6241         {
6242                 rsurface.modelvertex3f = vertex3f;
6243                 rsurface.modelsvector3f = NULL;
6244                 rsurface.modeltvector3f = NULL;
6245                 rsurface.modelnormal3f = NULL;
6246         }
6247         rsurface.modelvertex3f_bufferobject = 0;
6248         rsurface.modelvertex3f_bufferoffset = 0;
6249         rsurface.modelsvector3f_bufferobject = 0;
6250         rsurface.modelsvector3f_bufferoffset = 0;
6251         rsurface.modeltvector3f_bufferobject = 0;
6252         rsurface.modeltvector3f_bufferoffset = 0;
6253         rsurface.modelnormal3f_bufferobject = 0;
6254         rsurface.modelnormal3f_bufferoffset = 0;
6255         rsurface.generatedvertex = true;
6256         rsurface.modellightmapcolor4f  = color4f;
6257         rsurface.modellightmapcolor4f_bufferobject = 0;
6258         rsurface.modellightmapcolor4f_bufferoffset = 0;
6259         rsurface.modeltexcoordtexture2f  = texcoord2f;
6260         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6261         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6262         rsurface.modeltexcoordlightmap2f  = NULL;
6263         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6264         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6265         rsurface.modelelement3i = element3i;
6266         rsurface.modelelement3s = element3s;
6267         rsurface.modelelement3i_bufferobject = 0;
6268         rsurface.modelelement3s_bufferobject = 0;
6269         rsurface.modellightmapoffsets = NULL;
6270         rsurface.modelsurfaces = NULL;
6271         rsurface.vertex3f  = rsurface.modelvertex3f;
6272         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6273         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6274         rsurface.svector3f = rsurface.modelsvector3f;
6275         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6276         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6277         rsurface.tvector3f = rsurface.modeltvector3f;
6278         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6279         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6280         rsurface.normal3f  = rsurface.modelnormal3f;
6281         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6282         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6283         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6284
6285         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6286         {
6287                 if ((wantnormals || wanttangents) && !normal3f)
6288                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6289                 if (wanttangents && !svector3f)
6290                         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 != 0);
6291         }
6292 }
6293
6294 float RSurf_FogPoint(const float *v)
6295 {
6296         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6297         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6298         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6299         float FogHeightFade = r_refdef.fogheightfade;
6300         float fogfrac;
6301         unsigned int fogmasktableindex;
6302         if (r_refdef.fogplaneviewabove)
6303                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6304         else
6305                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6306         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6307         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6308 }
6309
6310 float RSurf_FogVertex(const float *v)
6311 {
6312         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6313         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6314         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6315         float FogHeightFade = rsurface.fogheightfade;
6316         float fogfrac;
6317         unsigned int fogmasktableindex;
6318         if (r_refdef.fogplaneviewabove)
6319                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6320         else
6321                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6322         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6323         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6324 }
6325
6326 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6327 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6328 {
6329         int deformindex;
6330         int texturesurfaceindex;
6331         int i, j;
6332         float amplitude;
6333         float animpos;
6334         float scale;
6335         const float *v1, *in_tc;
6336         float *out_tc;
6337         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6338         float waveparms[4];
6339         q3shaderinfo_deform_t *deform;
6340         // 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
6341         if (rsurface.generatedvertex)
6342         {
6343                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6344                         generatenormals = true;
6345                 for (i = 0;i < Q3MAXDEFORMS;i++)
6346                 {
6347                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6348                         {
6349                                 generatetangents = true;
6350                                 generatenormals = true;
6351                         }
6352                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6353                                 generatenormals = true;
6354                 }
6355                 if (generatenormals && !rsurface.modelnormal3f)
6356                 {
6357                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6358                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6359                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6360                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6361                 }
6362                 if (generatetangents && !rsurface.modelsvector3f)
6363                 {
6364                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6365                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6366                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6367                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6368                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6369                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6370                         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 != 0);
6371                 }
6372         }
6373         rsurface.vertex3f  = rsurface.modelvertex3f;
6374         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6375         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6376         rsurface.svector3f = rsurface.modelsvector3f;
6377         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6378         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6379         rsurface.tvector3f = rsurface.modeltvector3f;
6380         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6381         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6382         rsurface.normal3f  = rsurface.modelnormal3f;
6383         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6384         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6385         // if vertices are deformed (sprite flares and things in maps, possibly
6386         // water waves, bulges and other deformations), generate them into
6387         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6388         // (may be static model data or generated data for an animated model, or
6389         //  the previous deform pass)
6390         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6391         {
6392                 switch (deform->deform)
6393                 {
6394                 default:
6395                 case Q3DEFORM_PROJECTIONSHADOW:
6396                 case Q3DEFORM_TEXT0:
6397                 case Q3DEFORM_TEXT1:
6398                 case Q3DEFORM_TEXT2:
6399                 case Q3DEFORM_TEXT3:
6400                 case Q3DEFORM_TEXT4:
6401                 case Q3DEFORM_TEXT5:
6402                 case Q3DEFORM_TEXT6:
6403                 case Q3DEFORM_TEXT7:
6404                 case Q3DEFORM_NONE:
6405                         break;
6406                 case Q3DEFORM_AUTOSPRITE:
6407                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6408                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6409                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6410                         VectorNormalize(newforward);
6411                         VectorNormalize(newright);
6412                         VectorNormalize(newup);
6413                         // make deformed versions of only the model vertices used by the specified surfaces
6414                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6415                         {
6416                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6417                                 // a single autosprite surface can contain multiple sprites...
6418                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6419                                 {
6420                                         VectorClear(center);
6421                                         for (i = 0;i < 4;i++)
6422                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6423                                         VectorScale(center, 0.25f, center);
6424                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6425                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6426                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6427                                         for (i = 0;i < 4;i++)
6428                                         {
6429                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6430                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6431                                         }
6432                                 }
6433                                 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 != 0);
6434                                 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 != 0);
6435                         }
6436                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6437                         rsurface.vertex3f_bufferobject = 0;
6438                         rsurface.vertex3f_bufferoffset = 0;
6439                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6440                         rsurface.svector3f_bufferobject = 0;
6441                         rsurface.svector3f_bufferoffset = 0;
6442                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6443                         rsurface.tvector3f_bufferobject = 0;
6444                         rsurface.tvector3f_bufferoffset = 0;
6445                         rsurface.normal3f = rsurface.array_deformednormal3f;
6446                         rsurface.normal3f_bufferobject = 0;
6447                         rsurface.normal3f_bufferoffset = 0;
6448                         break;
6449                 case Q3DEFORM_AUTOSPRITE2:
6450                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6451                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6452                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6453                         VectorNormalize(newforward);
6454                         VectorNormalize(newright);
6455                         VectorNormalize(newup);
6456                         // make deformed versions of only the model vertices used by the specified surfaces
6457                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6458                         {
6459                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6460                                 const float *v1, *v2;
6461                                 vec3_t start, end;
6462                                 float f, l;
6463                                 struct
6464                                 {
6465                                         float length2;
6466                                         const float *v1;
6467                                         const float *v2;
6468                                 }
6469                                 shortest[2];
6470                                 memset(shortest, 0, sizeof(shortest));
6471                                 // a single autosprite surface can contain multiple sprites...
6472                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6473                                 {
6474                                         VectorClear(center);
6475                                         for (i = 0;i < 4;i++)
6476                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6477                                         VectorScale(center, 0.25f, center);
6478                                         // find the two shortest edges, then use them to define the
6479                                         // axis vectors for rotating around the central axis
6480                                         for (i = 0;i < 6;i++)
6481                                         {
6482                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6483                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6484 #if 0
6485                                                 Debug_PolygonBegin(NULL, 0);
6486                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6487                                                 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);
6488                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6489                                                 Debug_PolygonEnd();
6490 #endif
6491                                                 l = VectorDistance2(v1, v2);
6492                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6493                                                 if (v1[2] != v2[2])
6494                                                         l += (1.0f / 1024.0f);
6495                                                 if (shortest[0].length2 > l || i == 0)
6496                                                 {
6497                                                         shortest[1] = shortest[0];
6498                                                         shortest[0].length2 = l;
6499                                                         shortest[0].v1 = v1;
6500                                                         shortest[0].v2 = v2;
6501                                                 }
6502                                                 else if (shortest[1].length2 > l || i == 1)
6503                                                 {
6504                                                         shortest[1].length2 = l;
6505                                                         shortest[1].v1 = v1;
6506                                                         shortest[1].v2 = v2;
6507                                                 }
6508                                         }
6509                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6510                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6511 #if 0
6512                                         Debug_PolygonBegin(NULL, 0);
6513                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6514                                         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);
6515                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6516                                         Debug_PolygonEnd();
6517 #endif
6518                                         // this calculates the right vector from the shortest edge
6519                                         // and the up vector from the edge midpoints
6520                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6521                                         VectorNormalize(right);
6522                                         VectorSubtract(end, start, up);
6523                                         VectorNormalize(up);
6524                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6525                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6526                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6527                                         VectorNegate(forward, forward);
6528                                         VectorReflect(forward, 0, up, forward);
6529                                         VectorNormalize(forward);
6530                                         CrossProduct(up, forward, newright);
6531                                         VectorNormalize(newright);
6532 #if 0
6533                                         Debug_PolygonBegin(NULL, 0);
6534                                         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);
6535                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6536                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6537                                         Debug_PolygonEnd();
6538 #endif
6539 #if 0
6540                                         Debug_PolygonBegin(NULL, 0);
6541                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6542                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6543                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6544                                         Debug_PolygonEnd();
6545 #endif
6546                                         // rotate the quad around the up axis vector, this is made
6547                                         // especially easy by the fact we know the quad is flat,
6548                                         // so we only have to subtract the center position and
6549                                         // measure distance along the right vector, and then
6550                                         // multiply that by the newright vector and add back the
6551                                         // center position
6552                                         // we also need to subtract the old position to undo the
6553                                         // displacement from the center, which we do with a
6554                                         // DotProduct, the subtraction/addition of center is also
6555                                         // optimized into DotProducts here
6556                                         l = DotProduct(right, center);
6557                                         for (i = 0;i < 4;i++)
6558                                         {
6559                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6560                                                 f = DotProduct(right, v1) - l;
6561                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6562                                         }
6563                                 }
6564                                 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 != 0);
6565                                 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 != 0);
6566                         }
6567                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6568                         rsurface.vertex3f_bufferobject = 0;
6569                         rsurface.vertex3f_bufferoffset = 0;
6570                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6571                         rsurface.svector3f_bufferobject = 0;
6572                         rsurface.svector3f_bufferoffset = 0;
6573                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6574                         rsurface.tvector3f_bufferobject = 0;
6575                         rsurface.tvector3f_bufferoffset = 0;
6576                         rsurface.normal3f = rsurface.array_deformednormal3f;
6577                         rsurface.normal3f_bufferobject = 0;
6578                         rsurface.normal3f_bufferoffset = 0;
6579                         break;
6580                 case Q3DEFORM_NORMAL:
6581                         // deform the normals to make reflections wavey
6582                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6583                         {
6584                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6585                                 for (j = 0;j < surface->num_vertices;j++)
6586                                 {
6587                                         float vertex[3];
6588                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6589                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6590                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6591                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6592                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6593                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6594                                         VectorNormalize(normal);
6595                                 }
6596                                 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 != 0);
6597                         }
6598                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6599                         rsurface.svector3f_bufferobject = 0;
6600                         rsurface.svector3f_bufferoffset = 0;
6601                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6602                         rsurface.tvector3f_bufferobject = 0;
6603                         rsurface.tvector3f_bufferoffset = 0;
6604                         rsurface.normal3f = rsurface.array_deformednormal3f;
6605                         rsurface.normal3f_bufferobject = 0;
6606                         rsurface.normal3f_bufferoffset = 0;
6607                         break;
6608                 case Q3DEFORM_WAVE:
6609                         // deform vertex array to make wavey water and flags and such
6610                         waveparms[0] = deform->waveparms[0];
6611                         waveparms[1] = deform->waveparms[1];
6612                         waveparms[2] = deform->waveparms[2];
6613                         waveparms[3] = deform->waveparms[3];
6614                         // this is how a divisor of vertex influence on deformation
6615                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6616                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6617                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6618                         {
6619                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6620                                 for (j = 0;j < surface->num_vertices;j++)
6621                                 {
6622                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6623                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6624                                         // if the wavefunc depends on time, evaluate it per-vertex
6625                                         if (waveparms[3])
6626                                         {
6627                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6628                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6629                                         }
6630                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6631                                 }
6632                         }
6633                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6634                         rsurface.vertex3f_bufferobject = 0;
6635                         rsurface.vertex3f_bufferoffset = 0;
6636                         break;
6637                 case Q3DEFORM_BULGE:
6638                         // deform vertex array to make the surface have moving bulges
6639                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6640                         {
6641                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6642                                 for (j = 0;j < surface->num_vertices;j++)
6643                                 {
6644                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6645                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6646                                 }
6647                         }
6648                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6649                         rsurface.vertex3f_bufferobject = 0;
6650                         rsurface.vertex3f_bufferoffset = 0;
6651                         break;
6652                 case Q3DEFORM_MOVE:
6653                         // deform vertex array
6654                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6655                         VectorScale(deform->parms, scale, waveparms);
6656                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6657                         {
6658                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6659                                 for (j = 0;j < surface->num_vertices;j++)
6660                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6661                         }
6662                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6663                         rsurface.vertex3f_bufferobject = 0;
6664                         rsurface.vertex3f_bufferoffset = 0;
6665                         break;
6666                 }
6667         }
6668         // generate texcoords based on the chosen texcoord source
6669         switch(rsurface.texture->tcgen.tcgen)
6670         {
6671         default:
6672         case Q3TCGEN_TEXTURE:
6673                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6674                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6675                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6676                 break;
6677         case Q3TCGEN_LIGHTMAP:
6678                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6679                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6680                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6681                 break;
6682         case Q3TCGEN_VECTOR:
6683                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6684                 {
6685                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6686                         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)
6687                         {
6688                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6689                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6690                         }
6691                 }
6692                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6693                 rsurface.texcoordtexture2f_bufferobject  = 0;
6694                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6695                 break;
6696         case Q3TCGEN_ENVIRONMENT:
6697                 // make environment reflections using a spheremap
6698                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6699                 {
6700                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6701                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6702                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6703                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6704                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6705                         {
6706                                 // identical to Q3A's method, but executed in worldspace so
6707                                 // carried models can be shiny too
6708
6709                                 float viewer[3], d, reflected[3], worldreflected[3];
6710
6711                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6712                                 // VectorNormalize(viewer);
6713
6714                                 d = DotProduct(normal, viewer);
6715
6716                                 reflected[0] = normal[0]*2*d - viewer[0];
6717                                 reflected[1] = normal[1]*2*d - viewer[1];
6718                                 reflected[2] = normal[2]*2*d - viewer[2];
6719                                 // note: this is proportinal to viewer, so we can normalize later
6720
6721                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6722                                 VectorNormalize(worldreflected);
6723
6724                                 // note: this sphere map only uses world x and z!
6725                                 // so positive and negative y will LOOK THE SAME.
6726                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6727                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6728                         }
6729                 }
6730                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6731                 rsurface.texcoordtexture2f_bufferobject  = 0;
6732                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6733                 break;
6734         }
6735         // the only tcmod that needs software vertex processing is turbulent, so
6736         // check for it here and apply the changes if needed
6737         // and we only support that as the first one
6738         // (handling a mixture of turbulent and other tcmods would be problematic
6739         //  without punting it entirely to a software path)
6740         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6741         {
6742                 amplitude = rsurface.texture->tcmods[0].parms[1];
6743                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6744                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6745                 {
6746                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6747                         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)
6748                         {
6749                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6750                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6751                         }
6752                 }
6753                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6754                 rsurface.texcoordtexture2f_bufferobject  = 0;
6755                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6756         }
6757         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6758         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6759         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6760         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6761 }
6762
6763 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6764 {
6765         int i, j;
6766         const msurface_t *surface = texturesurfacelist[0];
6767         const msurface_t *surface2;
6768         int firstvertex;
6769         int endvertex;
6770         int numvertices;
6771         int numtriangles;
6772         // TODO: lock all array ranges before render, rather than on each surface
6773         if (texturenumsurfaces == 1)
6774         {
6775                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6776                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6777         }
6778         else if (r_batchmode.integer == 2)
6779         {
6780                 #define MAXBATCHTRIANGLES 4096
6781                 int batchtriangles = 0;
6782                 int batchelements[MAXBATCHTRIANGLES*3];
6783                 for (i = 0;i < texturenumsurfaces;i = j)
6784                 {
6785                         surface = texturesurfacelist[i];
6786                         j = i + 1;
6787                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6788                         {
6789                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6790                                 continue;
6791                         }
6792                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6793                         batchtriangles = surface->num_triangles;
6794                         firstvertex = surface->num_firstvertex;
6795                         endvertex = surface->num_firstvertex + surface->num_vertices;
6796                         for (;j < texturenumsurfaces;j++)
6797                         {
6798                                 surface2 = texturesurfacelist[j];
6799                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6800                                         break;
6801                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6802                                 batchtriangles += surface2->num_triangles;
6803                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6804                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6805                         }
6806                         surface2 = texturesurfacelist[j-1];
6807                         numvertices = endvertex - firstvertex;
6808                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6809                 }
6810         }
6811         else if (r_batchmode.integer == 1)
6812         {
6813                 for (i = 0;i < texturenumsurfaces;i = j)
6814                 {
6815                         surface = texturesurfacelist[i];
6816                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6817                                 if (texturesurfacelist[j] != surface2)
6818                                         break;
6819                         surface2 = texturesurfacelist[j-1];
6820                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6821                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6822                         GL_LockArrays(surface->num_firstvertex, numvertices);
6823                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6824                 }
6825         }
6826         else
6827         {
6828                 for (i = 0;i < texturenumsurfaces;i++)
6829                 {
6830                         surface = texturesurfacelist[i];
6831                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6832                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6833                 }
6834         }
6835 }
6836
6837 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6838 {
6839         int i, planeindex, vertexindex;
6840         float d, bestd;
6841         vec3_t vert;
6842         const float *v;
6843         r_waterstate_waterplane_t *p, *bestp;
6844         const msurface_t *surface;
6845         if (r_waterstate.renderingscene)
6846                 return;
6847         for (i = 0;i < texturenumsurfaces;i++)
6848         {
6849                 surface = texturesurfacelist[i];
6850                 if (lightmaptexunit >= 0)
6851                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6852                 if (deluxemaptexunit >= 0)
6853                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6854                 // pick the closest matching water plane
6855                 bestd = 0;
6856                 bestp = NULL;
6857                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6858                 {
6859                         d = 0;
6860                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6861                         {
6862                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6863                                 d += fabs(PlaneDiff(vert, &p->plane));
6864                         }
6865                         if (bestd > d || !bestp)
6866                         {
6867                                 bestd = d;
6868                                 bestp = p;
6869                         }
6870                 }
6871                 if (bestp)
6872                 {
6873                         if (refractiontexunit >= 0)
6874                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6875                         if (reflectiontexunit >= 0)
6876                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6877                 }
6878                 else
6879                 {
6880                         if (refractiontexunit >= 0)
6881                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6882                         if (reflectiontexunit >= 0)
6883                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6884                 }
6885                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6886                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6887         }
6888 }
6889
6890 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6891 {
6892         int i;
6893         int j;
6894         const msurface_t *surface = texturesurfacelist[0];
6895         const msurface_t *surface2;
6896         int firstvertex;
6897         int endvertex;
6898         int numvertices;
6899         int numtriangles;
6900         // TODO: lock all array ranges before render, rather than on each surface
6901         if (texturenumsurfaces == 1)
6902         {
6903                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6904                 if (deluxemaptexunit >= 0)
6905                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6906                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6907                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6908         }
6909         else if (r_batchmode.integer == 2)
6910         {
6911                 #define MAXBATCHTRIANGLES 4096
6912                 int batchtriangles = 0;
6913                 int batchelements[MAXBATCHTRIANGLES*3];
6914                 for (i = 0;i < texturenumsurfaces;i = j)
6915                 {
6916                         surface = texturesurfacelist[i];
6917                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6918                         if (deluxemaptexunit >= 0)
6919                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6920                         j = i + 1;
6921                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6922                         {
6923                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6924                                 continue;
6925                         }
6926                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6927                         batchtriangles = surface->num_triangles;
6928                         firstvertex = surface->num_firstvertex;
6929                         endvertex = surface->num_firstvertex + surface->num_vertices;
6930                         for (;j < texturenumsurfaces;j++)
6931                         {
6932                                 surface2 = texturesurfacelist[j];
6933                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6934                                         break;
6935                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6936                                 batchtriangles += surface2->num_triangles;
6937                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6938                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6939                         }
6940                         surface2 = texturesurfacelist[j-1];
6941                         numvertices = endvertex - firstvertex;
6942                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6943                 }
6944         }
6945         else if (r_batchmode.integer == 1)
6946         {
6947 #if 0
6948                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6949                 for (i = 0;i < texturenumsurfaces;i = j)
6950                 {
6951                         surface = texturesurfacelist[i];
6952                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6953                                 if (texturesurfacelist[j] != surface2)
6954                                         break;
6955                         Con_Printf(" %i", j - i);
6956                 }
6957                 Con_Printf("\n");
6958                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6959 #endif
6960                 for (i = 0;i < texturenumsurfaces;i = j)
6961                 {
6962                         surface = texturesurfacelist[i];
6963                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6964                         if (deluxemaptexunit >= 0)
6965                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6966                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6967                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6968                                         break;
6969 #if 0
6970                         Con_Printf(" %i", j - i);
6971 #endif
6972                         surface2 = texturesurfacelist[j-1];
6973                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6974                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6975                         GL_LockArrays(surface->num_firstvertex, numvertices);
6976                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6977                 }
6978 #if 0
6979                 Con_Printf("\n");
6980 #endif
6981         }
6982         else
6983         {
6984                 for (i = 0;i < texturenumsurfaces;i++)
6985                 {
6986                         surface = texturesurfacelist[i];
6987                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6988                         if (deluxemaptexunit >= 0)
6989                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6990                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6991                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6992                 }
6993         }
6994 }
6995
6996 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6997 {
6998         int j;
6999         int texturesurfaceindex;
7000         if (r_showsurfaces.integer == 2)
7001         {
7002                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7003                 {
7004                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7005                         for (j = 0;j < surface->num_triangles;j++)
7006                         {
7007                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7008                                 GL_Color(f, f, f, 1);
7009                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7010                         }
7011                 }
7012         }
7013         else
7014         {
7015                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7016                 {
7017                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7018                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7019                         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);
7020                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7021                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7022                 }
7023         }
7024 }
7025
7026 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7027 {
7028         int texturesurfaceindex;
7029         int i;
7030         const float *v;
7031         float *c2;
7032         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7033         {
7034                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7035                 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)
7036                 {
7037                         c2[0] = 0.5;
7038                         c2[1] = 0.5;
7039                         c2[2] = 0.5;
7040                         c2[3] = 1;
7041                 }
7042         }
7043         rsurface.lightmapcolor4f = rsurface.array_color4f;
7044         rsurface.lightmapcolor4f_bufferobject = 0;
7045         rsurface.lightmapcolor4f_bufferoffset = 0;
7046 }
7047
7048 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7049 {
7050         int texturesurfaceindex;
7051         int i;
7052         float f;
7053         const float *v;
7054         const float *c;
7055         float *c2;
7056         if (rsurface.lightmapcolor4f)
7057         {
7058                 // generate color arrays for the surfaces in this list
7059                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7060                 {
7061                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7062                         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)
7063                         {
7064                                 f = RSurf_FogVertex(v);
7065                                 c2[0] = c[0] * f;
7066                                 c2[1] = c[1] * f;
7067                                 c2[2] = c[2] * f;
7068                                 c2[3] = c[3];
7069                         }
7070                 }
7071         }
7072         else
7073         {
7074                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7075                 {
7076                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7077                         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)
7078                         {
7079                                 f = RSurf_FogVertex(v);
7080                                 c2[0] = f;
7081                                 c2[1] = f;
7082                                 c2[2] = f;
7083                                 c2[3] = 1;
7084                         }
7085                 }
7086         }
7087         rsurface.lightmapcolor4f = rsurface.array_color4f;
7088         rsurface.lightmapcolor4f_bufferobject = 0;
7089         rsurface.lightmapcolor4f_bufferoffset = 0;
7090 }
7091
7092 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7093 {
7094         int texturesurfaceindex;
7095         int i;
7096         float f;
7097         const float *v;
7098         const float *c;
7099         float *c2;
7100         if (!rsurface.lightmapcolor4f)
7101                 return;
7102         // generate color arrays for the surfaces in this list
7103         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7104         {
7105                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7106                 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)
7107                 {
7108                         f = RSurf_FogVertex(v);
7109                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7110                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7111                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7112                         c2[3] = c[3];
7113                 }
7114         }
7115         rsurface.lightmapcolor4f = rsurface.array_color4f;
7116         rsurface.lightmapcolor4f_bufferobject = 0;
7117         rsurface.lightmapcolor4f_bufferoffset = 0;
7118 }
7119
7120 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7121 {
7122         int texturesurfaceindex;
7123         int i;
7124         const float *c;
7125         float *c2;
7126         if (!rsurface.lightmapcolor4f)
7127                 return;
7128         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7129         {
7130                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7131                 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)
7132                 {
7133                         c2[0] = c[0] * r;
7134                         c2[1] = c[1] * g;
7135                         c2[2] = c[2] * b;
7136                         c2[3] = c[3] * a;
7137                 }
7138         }
7139         rsurface.lightmapcolor4f = rsurface.array_color4f;
7140         rsurface.lightmapcolor4f_bufferobject = 0;
7141         rsurface.lightmapcolor4f_bufferoffset = 0;
7142 }
7143
7144 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7145 {
7146         int texturesurfaceindex;
7147         int i;
7148         const float *c;
7149         float *c2;
7150         if (!rsurface.lightmapcolor4f)
7151                 return;
7152         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7153         {
7154                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7155                 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)
7156                 {
7157                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7158                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7159                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7160                         c2[3] = c[3];
7161                 }
7162         }
7163         rsurface.lightmapcolor4f = rsurface.array_color4f;
7164         rsurface.lightmapcolor4f_bufferobject = 0;
7165         rsurface.lightmapcolor4f_bufferoffset = 0;
7166 }
7167
7168 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7169 {
7170         // TODO: optimize
7171         rsurface.lightmapcolor4f = NULL;
7172         rsurface.lightmapcolor4f_bufferobject = 0;
7173         rsurface.lightmapcolor4f_bufferoffset = 0;
7174         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7175         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7176         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7177         GL_Color(r, g, b, a);
7178         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7179 }
7180
7181 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7182 {
7183         // TODO: optimize applyfog && applycolor case
7184         // just apply fog if necessary, and tint the fog color array if necessary
7185         rsurface.lightmapcolor4f = NULL;
7186         rsurface.lightmapcolor4f_bufferobject = 0;
7187         rsurface.lightmapcolor4f_bufferoffset = 0;
7188         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7189         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7190         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7191         GL_Color(r, g, b, a);
7192         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7193 }
7194
7195 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7196 {
7197         int texturesurfaceindex;
7198         int i;
7199         float *c;
7200         // TODO: optimize
7201         if (texturesurfacelist[0]->lightmapinfo)
7202         {
7203                 // generate color arrays for the surfaces in this list
7204                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7205                 {
7206                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7207                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7208                         {
7209                                 if (surface->lightmapinfo->samples)
7210                                 {
7211                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7212                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7213                                         VectorScale(lm, scale, c);
7214                                         if (surface->lightmapinfo->styles[1] != 255)
7215                                         {
7216                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7217                                                 lm += size3;
7218                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7219                                                 VectorMA(c, scale, lm, c);
7220                                                 if (surface->lightmapinfo->styles[2] != 255)
7221                                                 {
7222                                                         lm += size3;
7223                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7224                                                         VectorMA(c, scale, lm, c);
7225                                                         if (surface->lightmapinfo->styles[3] != 255)
7226                                                         {
7227                                                                 lm += size3;
7228                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7229                                                                 VectorMA(c, scale, lm, c);
7230                                                         }
7231                                                 }
7232                                         }
7233                                 }
7234                                 else
7235                                         VectorClear(c);
7236                                 c[3] = 1;
7237                         }
7238                 }
7239                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7240                 rsurface.lightmapcolor4f_bufferobject = 0;
7241                 rsurface.lightmapcolor4f_bufferoffset = 0;
7242         }
7243         else
7244         {
7245                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7246                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7247                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7248         }
7249         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7250         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7251         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7252         GL_Color(r, g, b, a);
7253         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7254 }
7255
7256 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7257 {
7258         int texturesurfaceindex;
7259         int i;
7260         float f;
7261         float alpha;
7262         const float *v;
7263         const float *n;
7264         float *c;
7265         vec3_t ambientcolor;
7266         vec3_t diffusecolor;
7267         vec3_t lightdir;
7268         // TODO: optimize
7269         // model lighting
7270         VectorCopy(rsurface.modellight_lightdir, lightdir);
7271         f = 0.5f * r_refdef.lightmapintensity;
7272         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7273         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7274         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7275         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7276         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7277         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7278         alpha = *a;
7279         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7280         {
7281                 // generate color arrays for the surfaces in this list
7282                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7283                 {
7284                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7285                         int numverts = surface->num_vertices;
7286                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7287                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7288                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7289                         // q3-style directional shading
7290                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7291                         {
7292                                 if ((f = DotProduct(n, lightdir)) > 0)
7293                                         VectorMA(ambientcolor, f, diffusecolor, c);
7294                                 else
7295                                         VectorCopy(ambientcolor, c);
7296                                 c[3] = alpha;
7297                         }
7298                 }
7299                 *r = 1;
7300                 *g = 1;
7301                 *b = 1;
7302                 *a = 1;
7303                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7304                 rsurface.lightmapcolor4f_bufferobject = 0;
7305                 rsurface.lightmapcolor4f_bufferoffset = 0;
7306                 *applycolor = false;
7307         }
7308         else
7309         {
7310                 *r = ambientcolor[0];
7311                 *g = ambientcolor[1];
7312                 *b = ambientcolor[2];
7313                 rsurface.lightmapcolor4f = NULL;
7314                 rsurface.lightmapcolor4f_bufferobject = 0;
7315                 rsurface.lightmapcolor4f_bufferoffset = 0;
7316         }
7317 }
7318
7319 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7320 {
7321         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7322         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7323         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7324         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7325         GL_Color(r, g, b, a);
7326         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7327 }
7328
7329 void RSurf_SetupDepthAndCulling(void)
7330 {
7331         // submodels are biased to avoid z-fighting with world surfaces that they
7332         // may be exactly overlapping (avoids z-fighting artifacts on certain
7333         // doors and things in Quake maps)
7334         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7335         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7336         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7337         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7338 }
7339
7340 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7341 {
7342         // transparent sky would be ridiculous
7343         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7344                 return;
7345         R_SetupGenericShader(false);
7346         skyrenderlater = true;
7347         RSurf_SetupDepthAndCulling();
7348         GL_DepthMask(true);
7349         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7350         // skymasking on them, and Quake3 never did sky masking (unlike
7351         // software Quake and software Quake2), so disable the sky masking
7352         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7353         // and skymasking also looks very bad when noclipping outside the
7354         // level, so don't use it then either.
7355         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7356         {
7357                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7358                 R_Mesh_ColorPointer(NULL, 0, 0);
7359                 R_Mesh_ResetTextureState();
7360                 if (skyrendermasked)
7361                 {
7362                         R_SetupDepthOrShadowShader();
7363                         // depth-only (masking)
7364                         GL_ColorMask(0,0,0,0);
7365                         // just to make sure that braindead drivers don't draw
7366                         // anything despite that colormask...
7367                         GL_BlendFunc(GL_ZERO, GL_ONE);
7368                 }
7369                 else
7370                 {
7371                         R_SetupGenericShader(false);
7372                         // fog sky
7373                         GL_BlendFunc(GL_ONE, GL_ZERO);
7374                 }
7375                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7376                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7377                 if (skyrendermasked)
7378                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7379         }
7380         R_Mesh_ResetTextureState();
7381         GL_Color(1, 1, 1, 1);
7382 }
7383
7384 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7385 {
7386         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7387                 return;
7388
7389         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7390         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7391         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7392         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7393         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7394         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7395         if (rsurface.texture->backgroundcurrentskinframe)
7396         {
7397                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7398                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7399                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7400                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7401         }
7402         if(rsurface.texture->colormapping)
7403         {
7404                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7405                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7406         }
7407         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7408         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7409                 R_Mesh_ColorPointer(NULL, 0, 0);
7410         else
7411                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7412
7413         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7414         {
7415                 // render background
7416                 GL_BlendFunc(GL_ONE, GL_ZERO);
7417                 GL_DepthMask(true);
7418                 GL_AlphaTest(false);
7419
7420                 GL_Color(1, 1, 1, 1);
7421                 R_Mesh_ColorPointer(NULL, 0, 0);
7422
7423                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7424                 if (r_glsl_permutation)
7425                 {
7426                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7427                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7428                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7429                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7430                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7431                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7432                         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);
7433                 }
7434                 GL_LockArrays(0, 0);
7435
7436                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7437                 GL_DepthMask(false);
7438                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7439                         R_Mesh_ColorPointer(NULL, 0, 0);
7440                 else
7441                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7442                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7443                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7444         }
7445
7446         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7447         if (!r_glsl_permutation)
7448                 return;
7449
7450         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7451         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7452         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7453         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7454         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7455         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7456
7457         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7458         {
7459                 GL_BlendFunc(GL_ONE, GL_ZERO);
7460                 GL_DepthMask(true);
7461                 GL_AlphaTest(false);
7462         }
7463         else
7464         {
7465                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7466                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7467                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7468         }
7469
7470         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7471         {
7472                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7473                         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);
7474                 else
7475                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7476         }
7477         else
7478         {
7479                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7480                         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);
7481                 else
7482                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7483         }
7484         GL_LockArrays(0, 0);
7485 }
7486
7487 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7488 {
7489         // OpenGL 1.3 path - anything not completely ancient
7490         int texturesurfaceindex;
7491         qboolean applycolor;
7492         qboolean applyfog;
7493         rmeshstate_t m;
7494         int layerindex;
7495         const texturelayer_t *layer;
7496         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7497
7498         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7499         {
7500                 vec4_t layercolor;
7501                 int layertexrgbscale;
7502                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7503                 {
7504                         if (layerindex == 0)
7505                                 GL_AlphaTest(true);
7506                         else
7507                         {
7508                                 GL_AlphaTest(false);
7509                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7510                         }
7511                 }
7512                 GL_DepthMask(layer->depthmask && writedepth);
7513                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7514                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7515                 {
7516                         layertexrgbscale = 4;
7517                         VectorScale(layer->color, 0.25f, layercolor);
7518                 }
7519                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7520                 {
7521                         layertexrgbscale = 2;
7522                         VectorScale(layer->color, 0.5f, layercolor);
7523                 }
7524                 else
7525                 {
7526                         layertexrgbscale = 1;
7527                         VectorScale(layer->color, 1.0f, layercolor);
7528                 }
7529                 layercolor[3] = layer->color[3];
7530                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7531                 R_Mesh_ColorPointer(NULL, 0, 0);
7532                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7533                 switch (layer->type)
7534                 {
7535                 case TEXTURELAYERTYPE_LITTEXTURE:
7536                         memset(&m, 0, sizeof(m));
7537                         m.tex[0] = R_GetTexture(r_texture_white);
7538                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7539                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7540                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7541                         m.tex[1] = R_GetTexture(layer->texture);
7542                         m.texmatrix[1] = layer->texmatrix;
7543                         m.texrgbscale[1] = layertexrgbscale;
7544                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7545                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7546                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7547                         R_Mesh_TextureState(&m);
7548                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7549                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7550                         else if (rsurface.uselightmaptexture)
7551                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7552                         else
7553                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7554                         break;
7555                 case TEXTURELAYERTYPE_TEXTURE:
7556                         memset(&m, 0, sizeof(m));
7557                         m.tex[0] = R_GetTexture(layer->texture);
7558                         m.texmatrix[0] = layer->texmatrix;
7559                         m.texrgbscale[0] = layertexrgbscale;
7560                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7561                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7562                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7563                         R_Mesh_TextureState(&m);
7564                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7565                         break;
7566                 case TEXTURELAYERTYPE_FOG:
7567                         memset(&m, 0, sizeof(m));
7568                         m.texrgbscale[0] = layertexrgbscale;
7569                         if (layer->texture)
7570                         {
7571                                 m.tex[0] = R_GetTexture(layer->texture);
7572                                 m.texmatrix[0] = layer->texmatrix;
7573                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7574                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7575                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7576                         }
7577                         R_Mesh_TextureState(&m);
7578                         // generate a color array for the fog pass
7579                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7580                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7581                         {
7582                                 int i;
7583                                 float f;
7584                                 const float *v;
7585                                 float *c;
7586                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7587                                 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)
7588                                 {
7589                                         f = 1 - RSurf_FogVertex(v);
7590                                         c[0] = layercolor[0];
7591                                         c[1] = layercolor[1];
7592                                         c[2] = layercolor[2];
7593                                         c[3] = f * layercolor[3];
7594                                 }
7595                         }
7596                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7597                         break;
7598                 default:
7599                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7600                 }
7601                 GL_LockArrays(0, 0);
7602         }
7603         CHECKGLERROR
7604         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7605         {
7606                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7607                 GL_AlphaTest(false);
7608         }
7609 }
7610
7611 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7612 {
7613         // OpenGL 1.1 - crusty old voodoo path
7614         int texturesurfaceindex;
7615         qboolean applyfog;
7616         rmeshstate_t m;
7617         int layerindex;
7618         const texturelayer_t *layer;
7619         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7620
7621         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7622         {
7623                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7624                 {
7625                         if (layerindex == 0)
7626                                 GL_AlphaTest(true);
7627                         else
7628                         {
7629                                 GL_AlphaTest(false);
7630                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7631                         }
7632                 }
7633                 GL_DepthMask(layer->depthmask && writedepth);
7634                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7635                 R_Mesh_ColorPointer(NULL, 0, 0);
7636                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7637                 switch (layer->type)
7638                 {
7639                 case TEXTURELAYERTYPE_LITTEXTURE:
7640                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7641                         {
7642                                 // two-pass lit texture with 2x rgbscale
7643                                 // first the lightmap pass
7644                                 memset(&m, 0, sizeof(m));
7645                                 m.tex[0] = R_GetTexture(r_texture_white);
7646                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7647                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7648                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7649                                 R_Mesh_TextureState(&m);
7650                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7651                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7652                                 else if (rsurface.uselightmaptexture)
7653                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7654                                 else
7655                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7656                                 GL_LockArrays(0, 0);
7657                                 // then apply the texture to it
7658                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7659                                 memset(&m, 0, sizeof(m));
7660                                 m.tex[0] = R_GetTexture(layer->texture);
7661                                 m.texmatrix[0] = layer->texmatrix;
7662                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7663                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7664                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7665                                 R_Mesh_TextureState(&m);
7666                                 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);
7667                         }
7668                         else
7669                         {
7670                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7671                                 memset(&m, 0, sizeof(m));
7672                                 m.tex[0] = R_GetTexture(layer->texture);
7673                                 m.texmatrix[0] = layer->texmatrix;
7674                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7675                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7676                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7677                                 R_Mesh_TextureState(&m);
7678                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7679                                         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);
7680                                 else
7681                                         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);
7682                         }
7683                         break;
7684                 case TEXTURELAYERTYPE_TEXTURE:
7685                         // singletexture unlit texture with transparency support
7686                         memset(&m, 0, sizeof(m));
7687                         m.tex[0] = R_GetTexture(layer->texture);
7688                         m.texmatrix[0] = layer->texmatrix;
7689                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7690                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7691                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7692                         R_Mesh_TextureState(&m);
7693                         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);
7694                         break;
7695                 case TEXTURELAYERTYPE_FOG:
7696                         // singletexture fogging
7697                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7698                         if (layer->texture)
7699                         {
7700                                 memset(&m, 0, sizeof(m));
7701                                 m.tex[0] = R_GetTexture(layer->texture);
7702                                 m.texmatrix[0] = layer->texmatrix;
7703                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7704                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7705                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7706                                 R_Mesh_TextureState(&m);
7707                         }
7708                         else
7709                                 R_Mesh_ResetTextureState();
7710                         // generate a color array for the fog pass
7711                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7712                         {
7713                                 int i;
7714                                 float f;
7715                                 const float *v;
7716                                 float *c;
7717                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7718                                 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)
7719                                 {
7720                                         f = 1 - RSurf_FogVertex(v);
7721                                         c[0] = layer->color[0];
7722                                         c[1] = layer->color[1];
7723                                         c[2] = layer->color[2];
7724                                         c[3] = f * layer->color[3];
7725                                 }
7726                         }
7727                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7728                         break;
7729                 default:
7730                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7731                 }
7732                 GL_LockArrays(0, 0);
7733         }
7734         CHECKGLERROR
7735         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7736         {
7737                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7738                 GL_AlphaTest(false);
7739         }
7740 }
7741
7742 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7743 {
7744         float c[4];
7745
7746         GL_AlphaTest(false);
7747         R_Mesh_ColorPointer(NULL, 0, 0);
7748         R_Mesh_ResetTextureState();
7749         R_SetupGenericShader(false);
7750
7751         if(rsurface.texture && rsurface.texture->currentskinframe)
7752         {
7753                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7754                 c[3] *= rsurface.texture->currentalpha;
7755         }
7756         else
7757         {
7758                 c[0] = 1;
7759                 c[1] = 0;
7760                 c[2] = 1;
7761                 c[3] = 1;
7762         }
7763
7764         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7765         {
7766                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7767                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7768                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7769         }
7770
7771         // brighten it up (as texture value 127 means "unlit")
7772         c[0] *= 2 * r_refdef.view.colorscale;
7773         c[1] *= 2 * r_refdef.view.colorscale;
7774         c[2] *= 2 * r_refdef.view.colorscale;
7775
7776         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7777                 c[3] *= r_wateralpha.value;
7778
7779         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7780         {
7781                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7782                 GL_DepthMask(false);
7783         }
7784         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7785         {
7786                 GL_BlendFunc(GL_ONE, GL_ONE);
7787                 GL_DepthMask(false);
7788         }
7789         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7790         {
7791                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7792                 GL_DepthMask(false);
7793         }
7794         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7795         {
7796                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7797                 GL_DepthMask(false);
7798         }
7799         else
7800         {
7801                 GL_BlendFunc(GL_ONE, GL_ZERO);
7802                 GL_DepthMask(writedepth);
7803         }
7804
7805         rsurface.lightmapcolor4f = NULL;
7806
7807         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7808         {
7809                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7810
7811                 rsurface.lightmapcolor4f = NULL;
7812                 rsurface.lightmapcolor4f_bufferobject = 0;
7813                 rsurface.lightmapcolor4f_bufferoffset = 0;
7814         }
7815         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7816         {
7817                 qboolean applycolor = true;
7818                 float one = 1.0;
7819
7820                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7821
7822                 r_refdef.lightmapintensity = 1;
7823                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7824                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7825         }
7826         else
7827         {
7828                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7829
7830                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7831                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7832                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7833         }
7834
7835         if(!rsurface.lightmapcolor4f)
7836                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7837
7838         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7839         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7840         if(r_refdef.fogenabled)
7841                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7842
7843         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7844         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7845 }
7846
7847 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7848 {
7849         CHECKGLERROR
7850         RSurf_SetupDepthAndCulling();
7851         if (r_showsurfaces.integer == 3)
7852                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7853         else if (r_glsl.integer && gl_support_fragment_shader)
7854                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7855         else if (gl_combine.integer && r_textureunits.integer >= 2)
7856                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7857         else
7858                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7859         CHECKGLERROR
7860 }
7861
7862 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7863 {
7864         CHECKGLERROR
7865         RSurf_SetupDepthAndCulling();
7866         if (r_showsurfaces.integer == 3)
7867                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7868         else if (r_glsl.integer && gl_support_fragment_shader)
7869                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7870         else if (gl_combine.integer && r_textureunits.integer >= 2)
7871                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7872         else
7873                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7874         CHECKGLERROR
7875 }
7876
7877 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7878 {
7879         int i, j;
7880         int texturenumsurfaces, endsurface;
7881         texture_t *texture;
7882         const msurface_t *surface;
7883         const msurface_t *texturesurfacelist[1024];
7884
7885         // if the model is static it doesn't matter what value we give for
7886         // wantnormals and wanttangents, so this logic uses only rules applicable
7887         // to a model, knowing that they are meaningless otherwise
7888         if (ent == r_refdef.scene.worldentity)
7889                 RSurf_ActiveWorldEntity();
7890         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7891                 RSurf_ActiveModelEntity(ent, false, false);
7892         else
7893                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7894
7895         for (i = 0;i < numsurfaces;i = j)
7896         {
7897                 j = i + 1;
7898                 surface = rsurface.modelsurfaces + surfacelist[i];
7899                 texture = surface->texture;
7900                 rsurface.texture = R_GetCurrentTexture(texture);
7901                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7902                 // scan ahead until we find a different texture
7903                 endsurface = min(i + 1024, numsurfaces);
7904                 texturenumsurfaces = 0;
7905                 texturesurfacelist[texturenumsurfaces++] = surface;
7906                 for (;j < endsurface;j++)
7907                 {
7908                         surface = rsurface.modelsurfaces + surfacelist[j];
7909                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7910                                 break;
7911                         texturesurfacelist[texturenumsurfaces++] = surface;
7912                 }
7913                 // render the range of surfaces
7914                 if (ent == r_refdef.scene.worldentity)
7915                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7916                 else
7917                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7918         }
7919         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7920         GL_AlphaTest(false);
7921 }
7922
7923 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7924 {
7925         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7926         CHECKGLERROR
7927         if (depthonly)
7928         {
7929                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7930                         return;
7931                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7932                         return;
7933                 RSurf_SetupDepthAndCulling();
7934                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7935                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7936         }
7937         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7938         {
7939                 RSurf_SetupDepthAndCulling();
7940                 GL_AlphaTest(false);
7941                 R_Mesh_ColorPointer(NULL, 0, 0);
7942                 R_Mesh_ResetTextureState();
7943                 R_SetupGenericShader(false);
7944                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7945                 GL_DepthMask(true);
7946                 GL_BlendFunc(GL_ONE, GL_ZERO);
7947                 GL_Color(0, 0, 0, 1);
7948                 GL_DepthTest(writedepth);
7949                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7950         }
7951         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7952         {
7953                 RSurf_SetupDepthAndCulling();
7954                 GL_AlphaTest(false);
7955                 R_Mesh_ColorPointer(NULL, 0, 0);
7956                 R_Mesh_ResetTextureState();
7957                 R_SetupGenericShader(false);
7958                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7959                 GL_DepthMask(true);
7960                 GL_BlendFunc(GL_ONE, GL_ZERO);
7961                 GL_DepthTest(true);
7962                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7963         }
7964         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7965                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7966         else if (!rsurface.texture->currentnumlayers)
7967                 return;
7968         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7969         {
7970                 // transparent surfaces get pushed off into the transparent queue
7971                 int surfacelistindex;
7972                 const msurface_t *surface;
7973                 vec3_t tempcenter, center;
7974                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7975                 {
7976                         surface = texturesurfacelist[surfacelistindex];
7977                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7978                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7979                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7980                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7981                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7982                 }
7983         }
7984         else
7985         {
7986                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7987                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7988         }
7989         CHECKGLERROR
7990 }
7991
7992 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7993 {
7994         int i, j;
7995         texture_t *texture;
7996         // break the surface list down into batches by texture and use of lightmapping
7997         for (i = 0;i < numsurfaces;i = j)
7998         {
7999                 j = i + 1;
8000                 // texture is the base texture pointer, rsurface.texture is the
8001                 // current frame/skin the texture is directing us to use (for example
8002                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8003                 // use skin 1 instead)
8004                 texture = surfacelist[i]->texture;
8005                 rsurface.texture = R_GetCurrentTexture(texture);
8006                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8007                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8008                 {
8009                         // if this texture is not the kind we want, skip ahead to the next one
8010                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8011                                 ;
8012                         continue;
8013                 }
8014                 // simply scan ahead until we find a different texture or lightmap state
8015                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8016                         ;
8017                 // render the range of surfaces
8018                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8019         }
8020 }
8021
8022 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8023 {
8024         CHECKGLERROR
8025         if (depthonly)
8026         {
8027                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8028                         return;
8029                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8030                         return;
8031                 RSurf_SetupDepthAndCulling();
8032                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8033                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8034         }
8035         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8036         {
8037                 RSurf_SetupDepthAndCulling();
8038                 GL_AlphaTest(false);
8039                 R_Mesh_ColorPointer(NULL, 0, 0);
8040                 R_Mesh_ResetTextureState();
8041                 R_SetupGenericShader(false);
8042                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8043                 GL_DepthMask(true);
8044                 GL_BlendFunc(GL_ONE, GL_ZERO);
8045                 GL_Color(0, 0, 0, 1);
8046                 GL_DepthTest(writedepth);
8047                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8048         }
8049         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8050         {
8051                 RSurf_SetupDepthAndCulling();
8052                 GL_AlphaTest(false);
8053                 R_Mesh_ColorPointer(NULL, 0, 0);
8054                 R_Mesh_ResetTextureState();
8055                 R_SetupGenericShader(false);
8056                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8057                 GL_DepthMask(true);
8058                 GL_BlendFunc(GL_ONE, GL_ZERO);
8059                 GL_DepthTest(true);
8060                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8061         }
8062         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8063                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8064         else if (!rsurface.texture->currentnumlayers)
8065                 return;
8066         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8067         {
8068                 // transparent surfaces get pushed off into the transparent queue
8069                 int surfacelistindex;
8070                 const msurface_t *surface;
8071                 vec3_t tempcenter, center;
8072                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8073                 {
8074                         surface = texturesurfacelist[surfacelistindex];
8075                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8076                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8077                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8078                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8079                         if (queueentity->transparent_offset) // transparent offset
8080                         {
8081                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8082                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8083                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8084                         }
8085                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8086                 }
8087         }
8088         else
8089         {
8090                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8091                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8092         }
8093         CHECKGLERROR
8094 }
8095
8096 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8097 {
8098         int i, j;
8099         texture_t *texture;
8100         // break the surface list down into batches by texture and use of lightmapping
8101         for (i = 0;i < numsurfaces;i = j)
8102         {
8103                 j = i + 1;
8104                 // texture is the base texture pointer, rsurface.texture is the
8105                 // current frame/skin the texture is directing us to use (for example
8106                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8107                 // use skin 1 instead)
8108                 texture = surfacelist[i]->texture;
8109                 rsurface.texture = R_GetCurrentTexture(texture);
8110                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8111                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8112                 {
8113                         // if this texture is not the kind we want, skip ahead to the next one
8114                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8115                                 ;
8116                         continue;
8117                 }
8118                 // simply scan ahead until we find a different texture or lightmap state
8119                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8120                         ;
8121                 // render the range of surfaces
8122                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8123         }
8124 }
8125
8126 float locboxvertex3f[6*4*3] =
8127 {
8128         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8129         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8130         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8131         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8132         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8133         1,0,0, 0,0,0, 0,1,0, 1,1,0
8134 };
8135
8136 unsigned short locboxelements[6*2*3] =
8137 {
8138          0, 1, 2, 0, 2, 3,
8139          4, 5, 6, 4, 6, 7,
8140          8, 9,10, 8,10,11,
8141         12,13,14, 12,14,15,
8142         16,17,18, 16,18,19,
8143         20,21,22, 20,22,23
8144 };
8145
8146 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8147 {
8148         int i, j;
8149         cl_locnode_t *loc = (cl_locnode_t *)ent;
8150         vec3_t mins, size;
8151         float vertex3f[6*4*3];
8152         CHECKGLERROR
8153         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8154         GL_DepthMask(false);
8155         GL_DepthRange(0, 1);
8156         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8157         GL_DepthTest(true);
8158         GL_CullFace(GL_NONE);
8159         R_Mesh_Matrix(&identitymatrix);
8160
8161         R_Mesh_VertexPointer(vertex3f, 0, 0);
8162         R_Mesh_ColorPointer(NULL, 0, 0);
8163         R_Mesh_ResetTextureState();
8164         R_SetupGenericShader(false);
8165
8166         i = surfacelist[0];
8167         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8168                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8169                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8170                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8171
8172         if (VectorCompare(loc->mins, loc->maxs))
8173         {
8174                 VectorSet(size, 2, 2, 2);
8175                 VectorMA(loc->mins, -0.5f, size, mins);
8176         }
8177         else
8178         {
8179                 VectorCopy(loc->mins, mins);
8180                 VectorSubtract(loc->maxs, loc->mins, size);
8181         }
8182
8183         for (i = 0;i < 6*4*3;)
8184                 for (j = 0;j < 3;j++, i++)
8185                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8186
8187         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8188 }
8189
8190 void R_DrawLocs(void)
8191 {
8192         int index;
8193         cl_locnode_t *loc, *nearestloc;
8194         vec3_t center;
8195         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8196         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8197         {
8198                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8199                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8200         }
8201 }
8202
8203 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8204 {
8205         if (decalsystem->decals)
8206                 Mem_Free(decalsystem->decals);
8207         memset(decalsystem, 0, sizeof(*decalsystem));
8208 }
8209
8210 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8211 {
8212         tridecal_t *decal;
8213         tridecal_t *decals;
8214         int i;
8215         int maxdecals;
8216
8217         // expand or initialize the system
8218         if (decalsystem->maxdecals <= decalsystem->numdecals)
8219         {
8220                 decalsystem_t old = *decalsystem;
8221                 qboolean useshortelements;
8222                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8223                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8224                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8225                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8226                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8227                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8228                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8229                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8230                 if (decalsystem->numdecals)
8231                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8232                 if (old.decals)
8233                         Mem_Free(old.decals);
8234                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8235                         decalsystem->element3i[i] = i;
8236                 if (useshortelements)
8237                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8238                                 decalsystem->element3s[i] = i;
8239         }
8240
8241         // grab a decal and search for another free slot for the next one
8242         maxdecals = decalsystem->maxdecals;
8243         decals = decalsystem->decals;
8244         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8245         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8246                 ;
8247         decalsystem->freedecal = i;
8248         if (decalsystem->numdecals <= i)
8249                 decalsystem->numdecals = i + 1;
8250
8251         // initialize the decal
8252         decal->lived = 0;
8253         decal->triangleindex = triangleindex;
8254         decal->surfaceindex = surfaceindex;
8255         decal->decalsequence = decalsequence;
8256         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8257         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8258         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8259         decal->color4ub[0][3] = 255;
8260         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8261         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8262         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8263         decal->color4ub[1][3] = 255;
8264         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8265         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8266         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8267         decal->color4ub[2][3] = 255;
8268         decal->vertex3f[0][0] = v0[0];
8269         decal->vertex3f[0][1] = v0[1];
8270         decal->vertex3f[0][2] = v0[2];
8271         decal->vertex3f[1][0] = v1[0];
8272         decal->vertex3f[1][1] = v1[1];
8273         decal->vertex3f[1][2] = v1[2];
8274         decal->vertex3f[2][0] = v2[0];
8275         decal->vertex3f[2][1] = v2[1];
8276         decal->vertex3f[2][2] = v2[2];
8277         decal->texcoord2f[0][0] = t0[0];
8278         decal->texcoord2f[0][1] = t0[1];
8279         decal->texcoord2f[1][0] = t1[0];
8280         decal->texcoord2f[1][1] = t1[1];
8281         decal->texcoord2f[2][0] = t2[0];
8282         decal->texcoord2f[2][1] = t2[1];
8283 }
8284
8285 extern cvar_t cl_decals_bias;
8286 extern cvar_t cl_decals_models;
8287 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8288 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8289 {
8290         matrix4x4_t projection;
8291         decalsystem_t *decalsystem;
8292         qboolean dynamic;
8293         dp_model_t *model;
8294         const float *vertex3f;
8295         const msurface_t *surface;
8296         const msurface_t *surfaces;
8297         const int *surfacelist;
8298         const texture_t *texture;
8299         int numvertices;
8300         int numtriangles;
8301         int numsurfacelist;
8302         int surfacelistindex;
8303         int surfaceindex;
8304         int triangleindex;
8305         int decalsurfaceindex;
8306         int cornerindex;
8307         int index;
8308         int numpoints;
8309         const int *e;
8310         float localorigin[3];
8311         float localnormal[3];
8312         float localmins[3];
8313         float localmaxs[3];
8314         float localsize;
8315         float ilocalsize;
8316         float v[9][3];
8317         float tc[9][2];
8318         float c[9][4];
8319         //float normal[3];
8320         float planes[6][4];
8321         float f;
8322         float points[2][9][3];
8323         float angles[3];
8324         float temp[3];
8325
8326         decalsystem = &ent->decalsystem;
8327         model = ent->model;
8328         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8329         {
8330                 R_DecalSystem_Reset(&ent->decalsystem);
8331                 return;
8332         }
8333
8334         if (!model->brush.data_nodes && !cl_decals_models.integer)
8335         {
8336                 if (decalsystem->model)
8337                         R_DecalSystem_Reset(decalsystem);
8338                 return;
8339         }
8340
8341         if (decalsystem->model != model)
8342                 R_DecalSystem_Reset(decalsystem);
8343         decalsystem->model = model;
8344
8345         RSurf_ActiveModelEntity(ent, false, false);
8346
8347         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8348         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8349         VectorNormalize(localnormal);
8350         localsize = worldsize*rsurface.inversematrixscale;
8351         ilocalsize = 1.0f / localsize;
8352         localmins[0] = localorigin[0] - localsize;
8353         localmins[1] = localorigin[1] - localsize;
8354         localmins[2] = localorigin[2] - localsize;
8355         localmaxs[0] = localorigin[0] + localsize;
8356         localmaxs[1] = localorigin[1] + localsize;
8357         localmaxs[2] = localorigin[2] + localsize;
8358
8359         //VectorCopy(localnormal, planes[4]);
8360         //VectorVectors(planes[4], planes[2], planes[0]);
8361         AnglesFromVectors(angles, localnormal, NULL, false);
8362         AngleVectors(angles, planes[0], planes[2], planes[4]);
8363         VectorNegate(planes[0], planes[1]);
8364         VectorNegate(planes[2], planes[3]);
8365         VectorNegate(planes[4], planes[5]);
8366         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8367         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8368         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8369         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8370         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8371         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8372
8373 #if 1
8374 // works
8375 {
8376         matrix4x4_t forwardprojection;
8377         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8378         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8379 }
8380 #else
8381 // broken
8382 {
8383         float projectionvector[4][3];
8384         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8385         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8386         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8387         projectionvector[0][0] = planes[0][0] * ilocalsize;
8388         projectionvector[0][1] = planes[1][0] * ilocalsize;
8389         projectionvector[0][2] = planes[2][0] * ilocalsize;
8390         projectionvector[1][0] = planes[0][1] * ilocalsize;
8391         projectionvector[1][1] = planes[1][1] * ilocalsize;
8392         projectionvector[1][2] = planes[2][1] * ilocalsize;
8393         projectionvector[2][0] = planes[0][2] * ilocalsize;
8394         projectionvector[2][1] = planes[1][2] * ilocalsize;
8395         projectionvector[2][2] = planes[2][2] * ilocalsize;
8396         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8397         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8398         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8399         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8400 }
8401 #endif
8402
8403         dynamic = model->surfmesh.isanimated;
8404         vertex3f = rsurface.modelvertex3f;
8405         numsurfacelist = model->nummodelsurfaces;
8406         surfacelist = model->sortedmodelsurfaces;
8407         surfaces = model->data_surfaces;
8408         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8409         {
8410                 surfaceindex = surfacelist[surfacelistindex];
8411                 surface = surfaces + surfaceindex;
8412                 // skip transparent surfaces
8413                 texture = surface->texture;
8414                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8415                         continue;
8416                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8417                         continue;
8418                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8419                         continue;
8420                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8421                 numvertices = surface->num_vertices;
8422                 numtriangles = surface->num_triangles;
8423                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8424                 {
8425                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8426                         {
8427                                 index = 3*e[cornerindex];
8428                                 VectorCopy(vertex3f + index, v[cornerindex]);
8429                         }
8430                         // cull backfaces
8431                         //TriangleNormal(v[0], v[1], v[2], normal);
8432                         //if (DotProduct(normal, localnormal) < 0.0f)
8433                         //      continue;
8434                         // clip by each of the box planes formed from the projection matrix
8435                         // if anything survives, we emit the decal
8436                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8437                         if (numpoints < 3)
8438                                 continue;
8439                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8440                         if (numpoints < 3)
8441                                 continue;
8442                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8443                         if (numpoints < 3)
8444                                 continue;
8445                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8446                         if (numpoints < 3)
8447                                 continue;
8448                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8449                         if (numpoints < 3)
8450                                 continue;
8451                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8452                         if (numpoints < 3)
8453                                 continue;
8454                         // some part of the triangle survived, so we have to accept it...
8455                         if (dynamic)
8456                         {
8457                                 // dynamic always uses the original triangle
8458                                 numpoints = 3;
8459                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8460                                 {
8461                                         index = 3*e[cornerindex];
8462                                         VectorCopy(vertex3f + index, v[cornerindex]);
8463                                 }
8464                         }
8465                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8466                         {
8467                                 // convert vertex positions to texcoords
8468                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8469                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8470                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8471                                 // calculate distance fade from the projection origin
8472                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8473                                 f = bound(0.0f, f, 1.0f);
8474                                 c[cornerindex][0] = r * f;
8475                                 c[cornerindex][1] = g * f;
8476                                 c[cornerindex][2] = b * f;
8477                                 c[cornerindex][3] = 1.0f;
8478                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8479                         }
8480                         if (dynamic)
8481                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8482                         else
8483                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8484                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8485                 }
8486         }
8487 }
8488
8489 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8490 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8491 {
8492         int renderentityindex;
8493         float worldmins[3];
8494         float worldmaxs[3];
8495         entity_render_t *ent;
8496
8497         if (!cl_decals_newsystem.integer)
8498                 return;
8499
8500         worldmins[0] = worldorigin[0] - worldsize;
8501         worldmins[1] = worldorigin[1] - worldsize;
8502         worldmins[2] = worldorigin[2] - worldsize;
8503         worldmaxs[0] = worldorigin[0] + worldsize;
8504         worldmaxs[1] = worldorigin[1] + worldsize;
8505         worldmaxs[2] = worldorigin[2] + worldsize;
8506
8507         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8508
8509         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8510         {
8511                 ent = r_refdef.scene.entities[renderentityindex];
8512                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8513                         continue;
8514
8515                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8516         }
8517 }
8518
8519 typedef struct r_decalsystem_splatqueue_s
8520 {
8521         vec3_t worldorigin;
8522         vec3_t worldnormal;
8523         float color[4];
8524         float tcrange[4];
8525         float worldsize;
8526         int decalsequence;
8527 }
8528 r_decalsystem_splatqueue_t;
8529
8530 int r_decalsystem_numqueued = 0;
8531 #define MAX_DECALSYSTEM_QUEUE 1024
8532 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8533
8534 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8535 {
8536         r_decalsystem_splatqueue_t *queue;
8537
8538         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8539                 return;
8540
8541         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8542         VectorCopy(worldorigin, queue->worldorigin);
8543         VectorCopy(worldnormal, queue->worldnormal);
8544         Vector4Set(queue->color, r, g, b, a);
8545         Vector4Set(queue->tcrange, s1, t1, s2, t2);
8546         queue->worldsize = worldsize;
8547         queue->decalsequence = cl.decalsequence++;
8548 }
8549
8550 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8551 {
8552         int i;
8553         r_decalsystem_splatqueue_t *queue;
8554
8555         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8556                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8557         r_decalsystem_numqueued = 0;
8558 }
8559
8560 extern cvar_t cl_decals_max;
8561 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8562 {
8563         int i;
8564         decalsystem_t *decalsystem = &ent->decalsystem;
8565         int numdecals;
8566         int killsequence;
8567         tridecal_t *decal;
8568         float frametime;
8569         float lifetime;
8570
8571         if (!decalsystem->numdecals)
8572                 return;
8573
8574         if (r_showsurfaces.integer)
8575                 return;
8576
8577         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8578         {
8579                 R_DecalSystem_Reset(decalsystem);
8580                 return;
8581         }
8582
8583         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8584         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8585
8586         if (decalsystem->lastupdatetime)
8587                 frametime = (cl.time - decalsystem->lastupdatetime);
8588         else
8589                 frametime = 0;
8590         decalsystem->lastupdatetime = cl.time;
8591         decal = decalsystem->decals;
8592         numdecals = decalsystem->numdecals;
8593
8594         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8595         {
8596                 if (decal->color4ub[0][3])
8597                 {
8598                         decal->lived += frametime;
8599                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8600                         {
8601                                 memset(decal, 0, sizeof(*decal));
8602                                 if (decalsystem->freedecal > i)
8603                                         decalsystem->freedecal = i;
8604                         }
8605                 }
8606         }
8607         decal = decalsystem->decals;
8608         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8609                 numdecals--;
8610
8611         // collapse the array by shuffling the tail decals into the gaps
8612         for (;;)
8613         {
8614                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8615                         decalsystem->freedecal++;
8616                 if (decalsystem->freedecal == numdecals)
8617                         break;
8618                 decal[decalsystem->freedecal] = decal[--numdecals];
8619         }
8620
8621         decalsystem->numdecals = numdecals;
8622
8623         if (numdecals <= 0)
8624         {
8625                 // if there are no decals left, reset decalsystem
8626                 R_DecalSystem_Reset(decalsystem);
8627         }
8628 }
8629
8630 extern skinframe_t *decalskinframe;
8631 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8632 {
8633         int i;
8634         decalsystem_t *decalsystem = &ent->decalsystem;
8635         int numdecals;
8636         tridecal_t *decal;
8637         float fadedelay;
8638         float faderate;
8639         float alpha;
8640         float *v3f;
8641         float *c4f;
8642         float *t2f;
8643         const int *e;
8644         const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8645         int numtris = 0;
8646
8647         numdecals = decalsystem->numdecals;
8648         if (!numdecals)
8649                 return;
8650
8651         if (r_showsurfaces.integer)
8652                 return;
8653
8654         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8655         {
8656                 R_DecalSystem_Reset(decalsystem);
8657                 return;
8658         }
8659
8660         // if the model is static it doesn't matter what value we give for
8661         // wantnormals and wanttangents, so this logic uses only rules applicable
8662         // to a model, knowing that they are meaningless otherwise
8663         if (ent == r_refdef.scene.worldentity)
8664                 RSurf_ActiveWorldEntity();
8665         else
8666                 RSurf_ActiveModelEntity(ent, false, false);
8667
8668         decalsystem->lastupdatetime = cl.time;
8669         decal = decalsystem->decals;
8670
8671         fadedelay = cl_decals_time.value;
8672         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8673
8674         // update vertex positions for animated models
8675         v3f = decalsystem->vertex3f;
8676         c4f = decalsystem->color4f;
8677         t2f = decalsystem->texcoord2f;
8678         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8679         {
8680                 if (!decal->color4ub[0][3])
8681                         continue;
8682
8683                 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8684                         continue;
8685
8686                 // update color values for fading decals
8687                 if (decal->lived >= cl_decals_time.value)
8688                 {
8689                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8690                         alpha *= (1.0f/255.0f);
8691                 }
8692                 else
8693                         alpha = 1.0f/255.0f;
8694
8695                 c4f[ 0] = decal->color4ub[0][0] * alpha;
8696                 c4f[ 1] = decal->color4ub[0][1] * alpha;
8697                 c4f[ 2] = decal->color4ub[0][2] * alpha;
8698                 c4f[ 3] = 1;
8699                 c4f[ 4] = decal->color4ub[1][0] * alpha;
8700                 c4f[ 5] = decal->color4ub[1][1] * alpha;
8701                 c4f[ 6] = decal->color4ub[1][2] * alpha;
8702                 c4f[ 7] = 1;
8703                 c4f[ 8] = decal->color4ub[2][0] * alpha;
8704                 c4f[ 9] = decal->color4ub[2][1] * alpha;
8705                 c4f[10] = decal->color4ub[2][2] * alpha;
8706                 c4f[11] = 1;
8707
8708                 t2f[0] = decal->texcoord2f[0][0];
8709                 t2f[1] = decal->texcoord2f[0][1];
8710                 t2f[2] = decal->texcoord2f[1][0];
8711                 t2f[3] = decal->texcoord2f[1][1];
8712                 t2f[4] = decal->texcoord2f[2][0];
8713                 t2f[5] = decal->texcoord2f[2][1];
8714
8715                 // update vertex positions for animated models
8716                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8717                 {
8718                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8719                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8720                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8721                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8722                 }
8723                 else
8724                 {
8725                         VectorCopy(decal->vertex3f[0], v3f);
8726                         VectorCopy(decal->vertex3f[1], v3f + 3);
8727                         VectorCopy(decal->vertex3f[2], v3f + 6);
8728                 }
8729
8730                 v3f += 9;
8731                 c4f += 12;
8732                 t2f += 6;
8733                 numtris++;
8734         }
8735
8736         if (numtris > 0)
8737         {
8738                 r_refdef.stats.drawndecals += numtris;
8739                 // now render the decals all at once
8740                 // (this assumes they all use one particle font texture!)
8741                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8742                 R_Mesh_ResetTextureState();
8743                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8744                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8745                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8746                 R_SetupGenericShader(true);
8747                 GL_DepthMask(false);
8748                 GL_DepthRange(0, 1);
8749                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8750                 GL_DepthTest(true);
8751                 GL_CullFace(GL_NONE);
8752                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8753                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8754                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8755                 GL_LockArrays(0, numtris * 3);
8756                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8757                 GL_LockArrays(0, 0);
8758         }
8759 }
8760
8761 static void R_DrawModelDecals(void)
8762 {
8763         int i, numdecals;
8764
8765         // fade faster when there are too many decals
8766         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8767         for (i = 0;i < r_refdef.scene.numentities;i++)
8768                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8769
8770         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8771         for (i = 0;i < r_refdef.scene.numentities;i++)
8772                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8773                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8774
8775         R_DecalSystem_ApplySplatEntitiesQueue();
8776
8777         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8778         for (i = 0;i < r_refdef.scene.numentities;i++)
8779                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8780
8781         r_refdef.stats.totaldecals += numdecals;
8782
8783         if (r_showsurfaces.integer)
8784                 return;
8785
8786         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8787
8788         if (!r_drawentities.integer)
8789                 return;
8790
8791         for (i = 0;i < r_refdef.scene.numentities;i++)
8792         {
8793                 if (!r_refdef.viewcache.entityvisible[i])
8794                         continue;
8795                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8796                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8797         }
8798 }
8799
8800 void R_DrawDebugModel(void)
8801 {
8802         entity_render_t *ent = rsurface.entity;
8803         int i, j, k, l, flagsmask;
8804         const int *elements;
8805         q3mbrush_t *brush;
8806         const msurface_t *surface;
8807         dp_model_t *model = ent->model;
8808         vec3_t v;
8809
8810         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8811
8812         R_Mesh_ColorPointer(NULL, 0, 0);
8813         R_Mesh_ResetTextureState();
8814         R_SetupGenericShader(false);
8815         GL_DepthRange(0, 1);
8816         GL_DepthTest(!r_showdisabledepthtest.integer);
8817         GL_DepthMask(false);
8818         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8819
8820         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8821         {
8822                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8823                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8824                 {
8825                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8826                         {
8827                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8828                                 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);
8829                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8830                         }
8831                 }
8832                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8833                 {
8834                         if (surface->num_collisiontriangles)
8835                         {
8836                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8837                                 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);
8838                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8839                         }
8840                 }
8841         }
8842
8843         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8844
8845         if (r_showtris.integer || r_shownormals.integer)
8846         {
8847                 if (r_showdisabledepthtest.integer)
8848                 {
8849                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8850                         GL_DepthMask(false);
8851                 }
8852                 else
8853                 {
8854                         GL_BlendFunc(GL_ONE, GL_ZERO);
8855                         GL_DepthMask(true);
8856                 }
8857                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8858                 {
8859                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8860                                 continue;
8861                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8862                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8863                         {
8864                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8865                                 if (r_showtris.value > 0)
8866                                 {
8867                                         if (!rsurface.texture->currentlayers->depthmask)
8868                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8869                                         else if (ent == r_refdef.scene.worldentity)
8870                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8871                                         else
8872                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8873                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8874                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8875                                         R_Mesh_ColorPointer(NULL, 0, 0);
8876                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8877                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8878                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8879                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8880                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8881                                         CHECKGLERROR
8882                                 }
8883                                 if (r_shownormals.value < 0)
8884                                 {
8885                                         qglBegin(GL_LINES);
8886                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8887                                         {
8888                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8889                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8890                                                 qglVertex3f(v[0], v[1], v[2]);
8891                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8892                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8893                                                 qglVertex3f(v[0], v[1], v[2]);
8894                                         }
8895                                         qglEnd();
8896                                         CHECKGLERROR
8897                                 }
8898                                 if (r_shownormals.value > 0)
8899                                 {
8900                                         qglBegin(GL_LINES);
8901                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8902                                         {
8903                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8904                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8905                                                 qglVertex3f(v[0], v[1], v[2]);
8906                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8907                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8908                                                 qglVertex3f(v[0], v[1], v[2]);
8909                                         }
8910                                         qglEnd();
8911                                         CHECKGLERROR
8912                                         qglBegin(GL_LINES);
8913                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8914                                         {
8915                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8916                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8917                                                 qglVertex3f(v[0], v[1], v[2]);
8918                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8919                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8920                                                 qglVertex3f(v[0], v[1], v[2]);
8921                                         }
8922                                         qglEnd();
8923                                         CHECKGLERROR
8924                                         qglBegin(GL_LINES);
8925                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8926                                         {
8927                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8928                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8929                                                 qglVertex3f(v[0], v[1], v[2]);
8930                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8931                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8932                                                 qglVertex3f(v[0], v[1], v[2]);
8933                                         }
8934                                         qglEnd();
8935                                         CHECKGLERROR
8936                                 }
8937                         }
8938                 }
8939                 rsurface.texture = NULL;
8940         }
8941 }
8942
8943 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8944 int r_maxsurfacelist = 0;
8945 const msurface_t **r_surfacelist = NULL;
8946 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8947 {
8948         int i, j, endj, f, flagsmask;
8949         texture_t *t;
8950         dp_model_t *model = r_refdef.scene.worldmodel;
8951         msurface_t *surfaces;
8952         unsigned char *update;
8953         int numsurfacelist = 0;
8954         if (model == NULL)
8955                 return;
8956
8957         if (r_maxsurfacelist < model->num_surfaces)
8958         {
8959                 r_maxsurfacelist = model->num_surfaces;
8960                 if (r_surfacelist)
8961                         Mem_Free((msurface_t**)r_surfacelist);
8962                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8963         }
8964
8965         RSurf_ActiveWorldEntity();
8966
8967         surfaces = model->data_surfaces;
8968         update = model->brushq1.lightmapupdateflags;
8969
8970         // update light styles on this submodel
8971         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8972         {
8973                 model_brush_lightstyleinfo_t *style;
8974                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8975                 {
8976                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8977                         {
8978                                 int *list = style->surfacelist;
8979                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8980                                 for (j = 0;j < style->numsurfaces;j++)
8981                                         update[list[j]] = true;
8982                         }
8983                 }
8984         }
8985
8986         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8987
8988         if (debug)
8989         {
8990                 R_DrawDebugModel();
8991                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8992                 return;
8993         }
8994
8995         f = 0;
8996         t = NULL;
8997         rsurface.uselightmaptexture = false;
8998         rsurface.texture = NULL;
8999         rsurface.rtlight = NULL;
9000         numsurfacelist = 0;
9001         // add visible surfaces to draw list
9002         for (i = 0;i < model->nummodelsurfaces;i++)
9003         {
9004                 j = model->sortedmodelsurfaces[i];
9005                 if (r_refdef.viewcache.world_surfacevisible[j])
9006                         r_surfacelist[numsurfacelist++] = surfaces + j;
9007         }
9008         // update lightmaps if needed
9009         if (update)
9010                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9011                         if (r_refdef.viewcache.world_surfacevisible[j])
9012                                 if (update[j])
9013                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9014         // don't do anything if there were no surfaces
9015         if (!numsurfacelist)
9016         {
9017                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9018                 return;
9019         }
9020         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9021         GL_AlphaTest(false);
9022
9023         // add to stats if desired
9024         if (r_speeds.integer && !skysurfaces && !depthonly)
9025         {
9026                 r_refdef.stats.world_surfaces += numsurfacelist;
9027                 for (j = 0;j < numsurfacelist;j++)
9028                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9029         }
9030
9031         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9032 }
9033
9034 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9035 {
9036         int i, j, endj, f, flagsmask;
9037         texture_t *t;
9038         dp_model_t *model = ent->model;
9039         msurface_t *surfaces;
9040         unsigned char *update;
9041         int numsurfacelist = 0;
9042         if (model == NULL)
9043                 return;
9044
9045         if (r_maxsurfacelist < model->num_surfaces)
9046         {
9047                 r_maxsurfacelist = model->num_surfaces;
9048                 if (r_surfacelist)
9049                         Mem_Free((msurface_t **)r_surfacelist);
9050                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9051         }
9052
9053         // if the model is static it doesn't matter what value we give for
9054         // wantnormals and wanttangents, so this logic uses only rules applicable
9055         // to a model, knowing that they are meaningless otherwise
9056         if (ent == r_refdef.scene.worldentity)
9057                 RSurf_ActiveWorldEntity();
9058         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9059                 RSurf_ActiveModelEntity(ent, false, false);
9060         else
9061                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
9062
9063         surfaces = model->data_surfaces;
9064         update = model->brushq1.lightmapupdateflags;
9065
9066         // update light styles
9067         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9068         {
9069                 model_brush_lightstyleinfo_t *style;
9070                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9071                 {
9072                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9073                         {
9074                                 int *list = style->surfacelist;
9075                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9076                                 for (j = 0;j < style->numsurfaces;j++)
9077                                         update[list[j]] = true;
9078                         }
9079                 }
9080         }
9081
9082         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9083
9084         if (debug)
9085         {
9086                 R_DrawDebugModel();
9087                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9088                 return;
9089         }
9090
9091         f = 0;
9092         t = NULL;
9093         rsurface.uselightmaptexture = false;
9094         rsurface.texture = NULL;
9095         rsurface.rtlight = NULL;
9096         numsurfacelist = 0;
9097         // add visible surfaces to draw list
9098         for (i = 0;i < model->nummodelsurfaces;i++)
9099                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9100         // don't do anything if there were no surfaces
9101         if (!numsurfacelist)
9102         {
9103                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9104                 return;
9105         }
9106         // update lightmaps if needed
9107         if (update)
9108                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9109                         if (update[j])
9110                                 R_BuildLightMap(ent, surfaces + j);
9111         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9112         GL_AlphaTest(false);
9113
9114         // add to stats if desired
9115         if (r_speeds.integer && !skysurfaces && !depthonly)
9116         {
9117                 r_refdef.stats.entities_surfaces += numsurfacelist;
9118                 for (j = 0;j < numsurfacelist;j++)
9119                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9120         }
9121
9122         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9123 }
9124
9125 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9126 {
9127         static texture_t texture;
9128         static msurface_t surface;
9129         const msurface_t *surfacelist = &surface;
9130
9131         // fake enough texture and surface state to render this geometry
9132
9133         texture.update_lastrenderframe = -1; // regenerate this texture
9134         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9135         texture.currentskinframe = skinframe;
9136         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9137         texture.specularscalemod = 1;
9138         texture.specularpowermod = 1;
9139
9140         surface.texture = &texture;
9141         surface.num_triangles = numtriangles;
9142         surface.num_firsttriangle = firsttriangle;
9143         surface.num_vertices = numvertices;
9144         surface.num_firstvertex = firstvertex;
9145
9146         // now render it
9147         rsurface.texture = R_GetCurrentTexture(surface.texture);
9148         rsurface.uselightmaptexture = false;
9149         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9150 }