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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 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
86 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
87 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
90
91 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
96
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
101
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
109
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
114
115 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
116
117 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
118
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
120
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
127
128 extern cvar_t v_glslgamma;
129
130 extern qboolean v_flipped_state;
131
132 static struct r_bloomstate_s
133 {
134         qboolean enabled;
135         qboolean hdr;
136
137         int bloomwidth, bloomheight;
138
139         int screentexturewidth, screentextureheight;
140         rtexture_t *texture_screen;
141
142         int bloomtexturewidth, bloomtextureheight;
143         rtexture_t *texture_bloom;
144
145         // arrays for rendering the screen passes
146         float screentexcoord2f[8];
147         float bloomtexcoord2f[8];
148         float offsettexcoord2f[8];
149 }
150 r_bloomstate;
151
152 typedef struct r_waterstate_waterplane_s
153 {
154         rtexture_t *texture_refraction;
155         rtexture_t *texture_reflection;
156         mplane_t plane;
157         int materialflags; // combined flags of all water surfaces on this plane
158         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
159         qboolean pvsvalid;
160 }
161 r_waterstate_waterplane_t;
162
163 #define MAX_WATERPLANES 16
164
165 static struct r_waterstate_s
166 {
167         qboolean enabled;
168
169         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
170
171         int waterwidth, waterheight;
172         int texturewidth, textureheight;
173
174         int maxwaterplanes; // same as MAX_WATERPLANES
175         int numwaterplanes;
176         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
177
178         float screenscale[2];
179         float screencenter[2];
180 }
181 r_waterstate;
182
183 // shadow volume bsp struct with automatically growing nodes buffer
184 svbsp_t r_svbsp;
185
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
197
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
203 {
204         0, 0, 0,
205         1, 0, 0,
206         1, 1, 0,
207         0, 1, 0
208 };
209
210 extern void R_DrawModelShadows(void);
211
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
213 {
214         int i;
215         for (i = 0;i < verts;i++)
216         {
217                 out[0] = in[0] * r;
218                 out[1] = in[1] * g;
219                 out[2] = in[2] * b;
220                 out[3] = in[3];
221                 in += 4;
222                 out += 4;
223         }
224 }
225
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = r;
232                 out[1] = g;
233                 out[2] = b;
234                 out[3] = a;
235                 out += 4;
236         }
237 }
238
239 // FIXME: move this to client?
240 void FOG_clear(void)
241 {
242         if (gamemode == GAME_NEHAHRA)
243         {
244                 Cvar_Set("gl_fogenable", "0");
245                 Cvar_Set("gl_fogdensity", "0.2");
246                 Cvar_Set("gl_fogred", "0.3");
247                 Cvar_Set("gl_foggreen", "0.3");
248                 Cvar_Set("gl_fogblue", "0.3");
249         }
250         r_refdef.fog_density = 0;
251         r_refdef.fog_red = 0;
252         r_refdef.fog_green = 0;
253         r_refdef.fog_blue = 0;
254         r_refdef.fog_alpha = 1;
255         r_refdef.fog_start = 0;
256         r_refdef.fog_end = 0;
257 }
258
259 float FogForDistance(vec_t dist)
260 {
261         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
263 }
264
265 float FogPoint_World(const vec3_t p)
266 {
267         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
268 }
269
270 float FogPoint_Model(const vec3_t p)
271 {
272         return FogForDistance(VectorDistance((p), rsurface.modelorg));
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// common definitions between vertex shader and fragment shader:\n"
456 "\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
462 "//#else\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
467 "//#endif\n"
468 "\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
470 "\n"
471 "# ifdef VERTEX_SHADER\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_Position = ftransform();\n"
475 "}\n"
476 "# endif\n"
477 "\n"
478 "#else\n"
479 "\n"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
482 "void main(void)\n"
483 "{\n"
484 "       gl_FrontColor = gl_Color;\n"
485 "       gl_Position = ftransform();\n"
486 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
487 "#ifdef USEGLOW\n"
488 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
489 "#endif\n"
490 "}\n"
491 "# endif\n"
492 "# ifdef FRAGMENT_SHADER\n"
493 "\n"
494 "uniform sampler2D Texture_First;\n"
495 "#ifdef USEGLOW\n"
496 "uniform sampler2D Texture_Second;\n"
497 "#endif\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_GammaRamps;\n"
500 "#endif\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
503 "#endif\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
506 "#endif\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
513 "void main(void)\n"
514 "{\n"
515 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
516 "#ifdef USEGLOW\n"
517 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
518 "#endif\n"
519 "#ifdef USEVERTEXTEXTUREBLEND\n"
520 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
521 "#endif\n"
522 "\n"
523 "#ifdef USEPOSTPROCESSING\n"
524 "// add your own postprocessing here or make your own ifdef for it\n"
525 "#endif\n"
526 "\n"
527 "#ifdef USEGAMMARAMPS\n"
528 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
529 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
530 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
531 "#endif\n"
532 "}\n"
533 "# endif\n"
534 "\n"
535 "\n"
536 "#else\n"
537 "#ifdef MODE_GENERIC\n"
538 "# ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_FrontColor = gl_Color;\n"
542 "#  ifdef USEDIFFUSE\n"
543 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
544 "#  endif\n"
545 "#  ifdef USESPECULAR\n"
546 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "#  endif\n"
548 "       gl_Position = ftransform();\n"
549 "}\n"
550 "# endif\n"
551 "# ifdef FRAGMENT_SHADER\n"
552 "\n"
553 "#  ifdef USEDIFFUSE\n"
554 "uniform sampler2D Texture_First;\n"
555 "#  endif\n"
556 "#  ifdef USESPECULAR\n"
557 "uniform sampler2D Texture_Second;\n"
558 "#  endif\n"
559 "\n"
560 "void main(void)\n"
561 "{\n"
562 "       gl_FragColor = gl_Color;\n"
563 "#  ifdef USEDIFFUSE\n"
564 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
565 "#  endif\n"
566 "\n"
567 "#  ifdef USESPECULAR\n"
568 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
569 "#  endif\n"
570 "#  ifdef USECOLORMAPPING\n"
571 "       gl_FragColor *= tex2;\n"
572 "#  endif\n"
573 "#  ifdef USEGLOW\n"
574 "       gl_FragColor += tex2;\n"
575 "#  endif\n"
576 "#  ifdef USEVERTEXTEXTUREBLEND\n"
577 "       gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
578 "#  endif\n"
579 "}\n"
580 "# endif\n"
581 "\n"
582 "#else // !MODE_GENERIC\n"
583 "\n"
584 "varying vec2 TexCoord;\n"
585 "varying vec2 TexCoordLightmap;\n"
586 "\n"
587 "#ifdef MODE_LIGHTSOURCE\n"
588 "varying vec3 CubeVector;\n"
589 "#endif\n"
590 "\n"
591 "#ifdef MODE_LIGHTSOURCE\n"
592 "varying vec3 LightVector;\n"
593 "#endif\n"
594 "#ifdef MODE_LIGHTDIRECTION\n"
595 "varying vec3 LightVector;\n"
596 "#endif\n"
597 "\n"
598 "varying vec3 EyeVector;\n"
599 "#ifdef USEFOG\n"
600 "varying vec3 EyeVectorModelSpace;\n"
601 "#endif\n"
602 "\n"
603 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
604 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
605 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
606 "\n"
607 "#ifdef MODE_WATER\n"
608 "varying vec4 ModelViewProjectionPosition;\n"
609 "#endif\n"
610 "#ifdef MODE_REFRACTION\n"
611 "varying vec4 ModelViewProjectionPosition;\n"
612 "#endif\n"
613 "#ifdef USEREFLECTION\n"
614 "varying vec4 ModelViewProjectionPosition;\n"
615 "#endif\n"
616 "\n"
617 "\n"
618 "\n"
619 "\n"
620 "\n"
621 "// vertex shader specific:\n"
622 "#ifdef VERTEX_SHADER\n"
623 "\n"
624 "uniform vec3 LightPosition;\n"
625 "uniform vec3 EyePosition;\n"
626 "uniform vec3 LightDir;\n"
627 "\n"
628 "// 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"
629 "\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_FrontColor = gl_Color;\n"
633 "       // copy the surface texcoord\n"
634 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
635 "#ifndef MODE_LIGHTSOURCE\n"
636 "# ifndef MODE_LIGHTDIRECTION\n"
637 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
638 "# endif\n"
639 "#endif\n"
640 "\n"
641 "#ifdef MODE_LIGHTSOURCE\n"
642 "       // transform vertex position into light attenuation/cubemap space\n"
643 "       // (-1 to +1 across the light box)\n"
644 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
645 "\n"
646 "       // transform unnormalized light direction into tangent space\n"
647 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
648 "       //  normalize it per pixel)\n"
649 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
650 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
651 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
652 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
653 "#endif\n"
654 "\n"
655 "#ifdef MODE_LIGHTDIRECTION\n"
656 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
657 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
658 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
659 "#endif\n"
660 "\n"
661 "       // transform unnormalized eye direction into tangent space\n"
662 "#ifndef USEFOG\n"
663 "       vec3 EyeVectorModelSpace;\n"
664 "#endif\n"
665 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
666 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
667 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
668 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
669 "\n"
670 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
671 "       VectorS = gl_MultiTexCoord1.xyz;\n"
672 "       VectorT = gl_MultiTexCoord2.xyz;\n"
673 "       VectorR = gl_MultiTexCoord3.xyz;\n"
674 "#endif\n"
675 "\n"
676 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
677 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
678 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
679 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
680 "//#endif\n"
681 "\n"
682 "// transform vertex to camera space, using ftransform to match non-VS\n"
683 "       // rendering\n"
684 "       gl_Position = ftransform();\n"
685 "\n"
686 "#ifdef MODE_WATER\n"
687 "       ModelViewProjectionPosition = gl_Position;\n"
688 "#endif\n"
689 "#ifdef MODE_REFRACTION\n"
690 "       ModelViewProjectionPosition = gl_Position;\n"
691 "#endif\n"
692 "#ifdef USEREFLECTION\n"
693 "       ModelViewProjectionPosition = gl_Position;\n"
694 "#endif\n"
695 "}\n"
696 "\n"
697 "#endif // VERTEX_SHADER\n"
698 "\n"
699 "\n"
700 "\n"
701 "\n"
702 "// fragment shader specific:\n"
703 "#ifdef FRAGMENT_SHADER\n"
704 "\n"
705 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
706 "uniform sampler2D Texture_Normal;\n"
707 "uniform sampler2D Texture_Color;\n"
708 "uniform sampler2D Texture_Gloss;\n"
709 "uniform sampler2D Texture_Glow;\n"
710 "uniform sampler2D Texture_SecondaryNormal;\n"
711 "uniform sampler2D Texture_SecondaryColor;\n"
712 "uniform sampler2D Texture_SecondaryGloss;\n"
713 "uniform sampler2D Texture_SecondaryGlow;\n"
714 "uniform sampler2D Texture_Pants;\n"
715 "uniform sampler2D Texture_Shirt;\n"
716 "uniform sampler2D Texture_FogMask;\n"
717 "uniform sampler2D Texture_Lightmap;\n"
718 "uniform sampler2D Texture_Deluxemap;\n"
719 "uniform sampler2D Texture_Refraction;\n"
720 "uniform sampler2D Texture_Reflection;\n"
721 "uniform sampler2D Texture_Attenuation;\n"
722 "uniform samplerCube Texture_Cube;\n"
723 "\n"
724 "uniform myhalf3 LightColor;\n"
725 "uniform myhalf3 AmbientColor;\n"
726 "uniform myhalf3 DiffuseColor;\n"
727 "uniform myhalf3 SpecularColor;\n"
728 "uniform myhalf3 Color_Pants;\n"
729 "uniform myhalf3 Color_Shirt;\n"
730 "uniform myhalf3 FogColor;\n"
731 "\n"
732 "uniform myhalf4 TintColor;\n"
733 "\n"
734 "\n"
735 "//#ifdef MODE_WATER\n"
736 "uniform vec4 DistortScaleRefractReflect;\n"
737 "uniform vec4 ScreenScaleRefractReflect;\n"
738 "uniform vec4 ScreenCenterRefractReflect;\n"
739 "uniform myhalf4 RefractColor;\n"
740 "uniform myhalf4 ReflectColor;\n"
741 "uniform myhalf ReflectFactor;\n"
742 "uniform myhalf ReflectOffset;\n"
743 "//#else\n"
744 "//# ifdef MODE_REFRACTION\n"
745 "//uniform vec4 DistortScaleRefractReflect;\n"
746 "//uniform vec4 ScreenScaleRefractReflect;\n"
747 "//uniform vec4 ScreenCenterRefractReflect;\n"
748 "//uniform myhalf4 RefractColor;\n"
749 "//#  ifdef USEREFLECTION\n"
750 "//uniform myhalf4 ReflectColor;\n"
751 "//#  endif\n"
752 "//# else\n"
753 "//#  ifdef USEREFLECTION\n"
754 "//uniform vec4 DistortScaleRefractReflect;\n"
755 "//uniform vec4 ScreenScaleRefractReflect;\n"
756 "//uniform vec4 ScreenCenterRefractReflect;\n"
757 "//uniform myhalf4 ReflectColor;\n"
758 "//#  endif\n"
759 "//# endif\n"
760 "//#endif\n"
761 "\n"
762 "uniform myhalf GlowScale;\n"
763 "uniform myhalf SceneBrightness;\n"
764 "#ifdef USECONTRASTBOOST\n"
765 "uniform myhalf ContrastBoostCoeff;\n"
766 "#endif\n"
767 "\n"
768 "uniform float OffsetMapping_Scale;\n"
769 "uniform float OffsetMapping_Bias;\n"
770 "uniform float FogRangeRecip;\n"
771 "\n"
772 "uniform myhalf AmbientScale;\n"
773 "uniform myhalf DiffuseScale;\n"
774 "uniform myhalf SpecularScale;\n"
775 "uniform myhalf SpecularPower;\n"
776 "\n"
777 "#ifdef USEOFFSETMAPPING\n"
778 "vec2 OffsetMapping(vec2 TexCoord)\n"
779 "{\n"
780 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
781 "       // 14 sample relief mapping: linear search and then binary search\n"
782 "       // this basically steps forward a small amount repeatedly until it finds\n"
783 "       // itself inside solid, then jitters forward and back using decreasing\n"
784 "       // amounts to find the impact\n"
785 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
786 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
787 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
788 "       vec3 RT = vec3(TexCoord, 1);\n"
789 "       OffsetVector *= 0.1;\n"
790 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
791 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
792 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
800 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
801 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
802 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
803 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
804 "       return RT.xy;\n"
805 "#else\n"
806 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
807 "       // this basically moves forward the full distance, and then backs up based\n"
808 "       // on height of samples\n"
809 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
810 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
811 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
812 "       TexCoord += OffsetVector;\n"
813 "       OffsetVector *= 0.333;\n"
814 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
815 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
816 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 "       return TexCoord;\n"
818 "#endif\n"
819 "}\n"
820 "#endif // USEOFFSETMAPPING\n"
821 "\n"
822 "#ifdef MODE_WATER\n"
823 "\n"
824 "// water pass\n"
825 "void main(void)\n"
826 "{\n"
827 "#ifdef USEOFFSETMAPPING\n"
828 "       // apply offsetmapping\n"
829 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
830 "#define TexCoord TexCoordOffset\n"
831 "#endif\n"
832 "\n"
833 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
834 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
835 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "\n"
840 "#else // !MODE_WATER\n"
841 "#ifdef MODE_REFRACTION\n"
842 "\n"
843 "// refraction pass\n"
844 "void main(void)\n"
845 "{\n"
846 "#ifdef USEOFFSETMAPPING\n"
847 "       // apply offsetmapping\n"
848 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
849 "#define TexCoord TexCoordOffset\n"
850 "#endif\n"
851 "\n"
852 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
853 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
854 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
855 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
856 "}\n"
857 "\n"
858 "#else // !MODE_REFRACTION\n"
859 "void main(void)\n"
860 "{\n"
861 "#ifdef USEOFFSETMAPPING\n"
862 "       // apply offsetmapping\n"
863 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
864 "#define TexCoord TexCoordOffset\n"
865 "#endif\n"
866 "\n"
867 "       // combine the diffuse textures (base, pants, shirt)\n"
868 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
869 "#ifdef USECOLORMAPPING\n"
870 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
871 "#endif\n"
872 "#ifdef USEVERTEXTEXTUREBLEND\n"
873 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
874 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
875 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
876 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
877 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
878 "#endif\n"
879 "\n"
880 "#ifdef USEDIFFUSE\n"
881 "       // get the surface normal and the gloss color\n"
882 "# ifdef USEVERTEXTEXTUREBLEND\n"
883 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
884 "#  ifdef USESPECULAR\n"
885 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
886 "#  endif\n"
887 "# else\n"
888 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
889 "#  ifdef USESPECULAR\n"
890 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
891 "#  endif\n"
892 "# endif\n"
893 "#endif\n"
894 "\n"
895 "\n"
896 "\n"
897 "#ifdef MODE_LIGHTSOURCE\n"
898 "       // light source\n"
899 "\n"
900 "       // calculate surface normal, light normal, and specular normal\n"
901 "       // compute color intensity for the two textures (colormap and glossmap)\n"
902 "       // scale by light color and attenuation as efficiently as possible\n"
903 "       // (do as much scalar math as possible rather than vector math)\n"
904 "# ifdef USEDIFFUSE\n"
905 "       // get the light normal\n"
906 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
907 "# endif\n"
908 "# ifdef USESPECULAR\n"
909 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
910 "\n"
911 "       // calculate directional shading\n"
912 "       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"
913 "# else\n"
914 "#  ifdef USEDIFFUSE\n"
915 "       // calculate directional shading\n"
916 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
917 "#  else\n"
918 "       // calculate directionless shading\n"
919 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
920 "#  endif\n"
921 "# endif\n"
922 "\n"
923 "# ifdef USECUBEFILTER\n"
924 "       // apply light cubemap filter\n"
925 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
926 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
927 "# endif\n"
928 "#endif // MODE_LIGHTSOURCE\n"
929 "\n"
930 "\n"
931 "\n"
932 "\n"
933 "#ifdef MODE_LIGHTDIRECTION\n"
934 "       // directional model lighting\n"
935 "# ifdef USEDIFFUSE\n"
936 "       // get the light normal\n"
937 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
938 "# endif\n"
939 "# ifdef USESPECULAR\n"
940 "       // calculate directional shading\n"
941 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
942 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
943 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
944 "# else\n"
945 "#  ifdef USEDIFFUSE\n"
946 "\n"
947 "       // calculate directional shading\n"
948 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
949 "#  else\n"
950 "       color.rgb *= AmbientColor;\n"
951 "#  endif\n"
952 "# endif\n"
953 "#endif // MODE_LIGHTDIRECTION\n"
954 "\n"
955 "\n"
956 "\n"
957 "\n"
958 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
959 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
960 "\n"
961 "       // get the light normal\n"
962 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
963 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
964 "       // calculate directional shading\n"
965 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
966 "# ifdef USESPECULAR\n"
967 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
969 "# endif\n"
970 "\n"
971 "       // apply lightmap color\n"
972 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
973 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
974 "\n"
975 "\n"
976 "\n"
977 "\n"
978 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
979 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
980 "\n"
981 "       // get the light normal\n"
982 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
983 "       // calculate directional shading\n"
984 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
985 "# ifdef USESPECULAR\n"
986 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
987 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
988 "# endif\n"
989 "\n"
990 "       // apply lightmap color\n"
991 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
992 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
993 "\n"
994 "\n"
995 "\n"
996 "\n"
997 "#ifdef MODE_LIGHTMAP\n"
998 "       // apply lightmap color\n"
999 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1000 "#endif // MODE_LIGHTMAP\n"
1001 "\n"
1002 "\n"
1003 "\n"
1004 "\n"
1005 "#ifdef MODE_VERTEXCOLOR\n"
1006 "       // apply lightmap color\n"
1007 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1008 "#endif // MODE_VERTEXCOLOR\n"
1009 "\n"
1010 "\n"
1011 "\n"
1012 "\n"
1013 "#ifdef MODE_FLATCOLOR\n"
1014 "#endif // MODE_FLATCOLOR\n"
1015 "\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "       color *= TintColor;\n"
1023 "\n"
1024 "#ifdef USEGLOW\n"
1025 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1026 "#endif\n"
1027 "\n"
1028 "#ifdef USECONTRASTBOOST\n"
1029 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1030 "#endif\n"
1031 "\n"
1032 "       color.rgb *= SceneBrightness;\n"
1033 "\n"
1034 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1035 "#ifdef USEFOG\n"
1036 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1037 "#endif\n"
1038 "\n"
1039 "       // 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"
1040 "#ifdef USEREFLECTION\n"
1041 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1042 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1043 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1044 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1045 "#endif\n"
1046 "\n"
1047 "       gl_FragColor = vec4(color);\n"
1048 "}\n"
1049 "#endif // !MODE_REFRACTION\n"
1050 "#endif // !MODE_WATER\n"
1051 "\n"
1052 "#endif // FRAGMENT_SHADER\n"
1053 "\n"
1054 "#endif // !MODE_GENERIC\n"
1055 "#endif // !MODE_POSTPROCESS\n"
1056 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1057 ;
1058
1059 typedef struct shaderpermutationinfo_s
1060 {
1061         const char *pretext;
1062         const char *name;
1063 }
1064 shaderpermutationinfo_t;
1065
1066 typedef struct shadermodeinfo_s
1067 {
1068         const char *vertexfilename;
1069         const char *geometryfilename;
1070         const char *fragmentfilename;
1071         const char *pretext;
1072         const char *name;
1073 }
1074 shadermodeinfo_t;
1075
1076 typedef enum shaderpermutation_e
1077 {
1078         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1079         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1080         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1081         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1082         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1083         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1084         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1085         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1086         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1087         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1088         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1089         SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1090         SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1091         SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1092         SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1093 }
1094 shaderpermutation_t;
1095
1096 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1097 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1098 {
1099         {"#define USEDIFFUSE\n", " diffuse"},
1100         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1101         {"#define USECOLORMAPPING\n", " colormapping"},
1102         {"#define USECONTRASTBOOST\n", " contrastboost"},
1103         {"#define USEFOG\n", " fog"},
1104         {"#define USECUBEFILTER\n", " cubefilter"},
1105         {"#define USEGLOW\n", " glow"},
1106         {"#define USESPECULAR\n", " specular"},
1107         {"#define USEREFLECTION\n", " reflection"},
1108         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1109         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1110         {"#define USEGAMMARAMPS\n", " gammaramps"},
1111         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1112 };
1113
1114 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1115 typedef enum shadermode_e
1116 {
1117         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1118         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1119         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1120         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1121         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1122         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1123         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1124         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1125         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1126         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1127         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1128         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1129         SHADERMODE_COUNT
1130 }
1131 shadermode_t;
1132
1133 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1134 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1135 {
1136         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1137         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1138         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1139         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1140         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1141         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1142         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1143         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1144         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1145         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1146         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1147         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1148 };
1149
1150 typedef struct r_glsl_permutation_s
1151 {
1152         // indicates if we have tried compiling this permutation already
1153         qboolean compiled;
1154         // 0 if compilation failed
1155         int program;
1156         // locations of detected uniforms in program object, or -1 if not found
1157         int loc_Texture_First;
1158         int loc_Texture_Second;
1159         int loc_Texture_GammaRamps;
1160         int loc_Texture_Normal;
1161         int loc_Texture_Color;
1162         int loc_Texture_Gloss;
1163         int loc_Texture_Glow;
1164         int loc_Texture_SecondaryNormal;
1165         int loc_Texture_SecondaryColor;
1166         int loc_Texture_SecondaryGloss;
1167         int loc_Texture_SecondaryGlow;
1168         int loc_Texture_Pants;
1169         int loc_Texture_Shirt;
1170         int loc_Texture_FogMask;
1171         int loc_Texture_Lightmap;
1172         int loc_Texture_Deluxemap;
1173         int loc_Texture_Attenuation;
1174         int loc_Texture_Cube;
1175         int loc_Texture_Refraction;
1176         int loc_Texture_Reflection;
1177         int loc_FogColor;
1178         int loc_LightPosition;
1179         int loc_EyePosition;
1180         int loc_Color_Pants;
1181         int loc_Color_Shirt;
1182         int loc_FogRangeRecip;
1183         int loc_AmbientScale;
1184         int loc_DiffuseScale;
1185         int loc_SpecularScale;
1186         int loc_SpecularPower;
1187         int loc_GlowScale;
1188         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1189         int loc_OffsetMapping_Scale;
1190         int loc_TintColor;
1191         int loc_AmbientColor;
1192         int loc_DiffuseColor;
1193         int loc_SpecularColor;
1194         int loc_LightDir;
1195         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1196         int loc_GammaCoeff; // 1 / gamma
1197         int loc_DistortScaleRefractReflect;
1198         int loc_ScreenScaleRefractReflect;
1199         int loc_ScreenCenterRefractReflect;
1200         int loc_RefractColor;
1201         int loc_ReflectColor;
1202         int loc_ReflectFactor;
1203         int loc_ReflectOffset;
1204         int loc_UserVec1;
1205         int loc_UserVec2;
1206         int loc_UserVec3;
1207         int loc_UserVec4;
1208         int loc_ClientTime;
1209 }
1210 r_glsl_permutation_t;
1211
1212 // information about each possible shader permutation
1213 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1214 // currently selected permutation
1215 r_glsl_permutation_t *r_glsl_permutation;
1216
1217 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1218 {
1219         char *shaderstring;
1220         if (!filename || !filename[0])
1221                 return NULL;
1222         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1223         if (shaderstring)
1224         {
1225                 if (printfromdisknotice)
1226                         Con_DPrint("from disk... ");
1227                 return shaderstring;
1228         }
1229         else if (!strcmp(filename, "glsl/default.glsl"))
1230         {
1231                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1232                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1233         }
1234         return shaderstring;
1235 }
1236
1237 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1238 {
1239         int i;
1240         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1241         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1242         int vertstrings_count = 0;
1243         int geomstrings_count = 0;
1244         int fragstrings_count = 0;
1245         char *vertexstring, *geometrystring, *fragmentstring;
1246         const char *vertstrings_list[32+3];
1247         const char *geomstrings_list[32+3];
1248         const char *fragstrings_list[32+3];
1249         char permutationname[256];
1250
1251         if (p->compiled)
1252                 return;
1253         p->compiled = true;
1254         p->program = 0;
1255
1256         permutationname[0] = 0;
1257         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1258         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1259         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1260
1261         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1262
1263         // the first pretext is which type of shader to compile as
1264         // (later these will all be bound together as a program object)
1265         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1266         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1267         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1268
1269         // the second pretext is the mode (for example a light source)
1270         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1271         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1272         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1273         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1274
1275         // now add all the permutation pretexts
1276         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277         {
1278                 if (permutation & (1<<i))
1279                 {
1280                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1281                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1282                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1283                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1284                 }
1285                 else
1286                 {
1287                         // keep line numbers correct
1288                         vertstrings_list[vertstrings_count++] = "\n";
1289                         geomstrings_list[geomstrings_count++] = "\n";
1290                         fragstrings_list[fragstrings_count++] = "\n";
1291                 }
1292         }
1293
1294         // now append the shader text itself
1295         vertstrings_list[vertstrings_count++] = vertexstring;
1296         geomstrings_list[geomstrings_count++] = geometrystring;
1297         fragstrings_list[fragstrings_count++] = fragmentstring;
1298
1299         // if any sources were NULL, clear the respective list
1300         if (!vertexstring)
1301                 vertstrings_count = 0;
1302         if (!geometrystring)
1303                 geomstrings_count = 0;
1304         if (!fragmentstring)
1305                 fragstrings_count = 0;
1306
1307         // compile the shader program
1308         if (vertstrings_count + geomstrings_count + fragstrings_count)
1309                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1310         if (p->program)
1311         {
1312                 CHECKGLERROR
1313                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1314                 // look up all the uniform variable names we care about, so we don't
1315                 // have to look them up every time we set them
1316                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1317                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1318                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1319                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1320                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1321                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1322                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1323                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1324                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1325                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1326                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1327                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1328                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1329                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1330                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1331                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1332                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1333                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1334                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1335                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1336                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1337                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1338                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1339                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1340                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1341                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1342                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1343                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1344                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1345                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1346                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1347                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1348                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1349                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1350                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1351                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1352                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1353                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1354                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1355                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1356                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1357                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1358                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1359                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1360                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1361                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1362                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1363                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1364                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1365                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1366                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1367                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1368                 // initialize the samplers to refer to the texture units we use
1369                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1370                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1371                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1372                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1373                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1374                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1375                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1376                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1377                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1378                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1379                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1380                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1381                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1382                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1383                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1384                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1385                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1386                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1387                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1388                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1389                 CHECKGLERROR
1390                 if (developer.integer)
1391                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1392         }
1393         else
1394                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1395
1396         // free the strings
1397         if (vertexstring)
1398                 Mem_Free(vertexstring);
1399         if (geometrystring)
1400                 Mem_Free(geometrystring);
1401         if (fragmentstring)
1402                 Mem_Free(fragmentstring);
1403 }
1404
1405 void R_GLSL_Restart_f(void)
1406 {
1407         shadermode_t mode;
1408         shaderpermutation_t permutation;
1409         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1410                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1411                         if (r_glsl_permutations[mode][permutation].program)
1412                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1413         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1414 }
1415
1416 void R_GLSL_DumpShader_f(void)
1417 {
1418         int i;
1419
1420         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1421         if(!file)
1422         {
1423                 Con_Printf("failed to write to glsl/default.glsl\n");
1424                 return;
1425         }
1426
1427         FS_Print(file, "// The engine may define the following macros:\n");
1428         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1429         for (i = 0;i < SHADERMODE_COUNT;i++)
1430                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1431         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1433         FS_Print(file, "\n");
1434         FS_Print(file, builtinshaderstring);
1435         FS_Close(file);
1436
1437         Con_Printf("glsl/default.glsl written\n");
1438 }
1439
1440 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1441 {
1442         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1443         if (r_glsl_permutation != perm)
1444         {
1445                 r_glsl_permutation = perm;
1446                 if (!r_glsl_permutation->program)
1447                 {
1448                         if (!r_glsl_permutation->compiled)
1449                                 R_GLSL_CompilePermutation(mode, permutation);
1450                         if (!r_glsl_permutation->program)
1451                         {
1452                                 // remove features until we find a valid permutation
1453                                 int i;
1454                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1455                                 {
1456                                         // reduce i more quickly whenever it would not remove any bits
1457                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1458                                         if (!(permutation & j))
1459                                                 continue;
1460                                         permutation -= j;
1461                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1462                                         if (!r_glsl_permutation->compiled)
1463                                                 R_GLSL_CompilePermutation(mode, permutation);
1464                                         if (r_glsl_permutation->program)
1465                                                 break;
1466                                 }
1467                                 if (i >= SHADERPERMUTATION_COUNT)
1468                                 {
1469                                         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");
1470                                         Cvar_SetValueQuick(&r_glsl, 0);
1471                                         R_GLSL_Restart_f(); // unload shaders
1472                                         return; // no bit left to clear
1473                                 }
1474                         }
1475                 }
1476                 CHECKGLERROR
1477                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1478         }
1479 }
1480
1481 void R_SetupGenericShader(qboolean usetexture)
1482 {
1483         if (gl_support_fragment_shader)
1484         {
1485                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1486                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1487                 else if (r_glsl_permutation)
1488                 {
1489                         r_glsl_permutation = NULL;
1490                         qglUseProgramObjectARB(0);CHECKGLERROR
1491                 }
1492         }
1493 }
1494
1495 void R_SetupGenericTwoTextureShader(int texturemode)
1496 {
1497         if (gl_support_fragment_shader)
1498         {
1499                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1500                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1501                 else if (r_glsl_permutation)
1502                 {
1503                         r_glsl_permutation = NULL;
1504                         qglUseProgramObjectARB(0);CHECKGLERROR
1505                 }
1506         }
1507         if (!r_glsl_permutation)
1508         {
1509                 if (texturemode == GL_DECAL && gl_combine.integer)
1510                         texturemode = GL_INTERPOLATE_ARB;
1511                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1512         }
1513 }
1514
1515 void R_SetupDepthOrShadowShader(void)
1516 {
1517         if (gl_support_fragment_shader)
1518         {
1519                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1520                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1521                 else if (r_glsl_permutation)
1522                 {
1523                         r_glsl_permutation = NULL;
1524                         qglUseProgramObjectARB(0);CHECKGLERROR
1525                 }
1526         }
1527 }
1528
1529 extern rtexture_t *r_shadow_attenuationgradienttexture;
1530 extern rtexture_t *r_shadow_attenuation2dtexture;
1531 extern rtexture_t *r_shadow_attenuation3dtexture;
1532 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1533 {
1534         // select a permutation of the lighting shader appropriate to this
1535         // combination of texture, entity, light source, and fogging, only use the
1536         // minimum features necessary to avoid wasting rendering time in the
1537         // fragment shader on features that are not being used
1538         unsigned int permutation = 0;
1539         shadermode_t mode = 0;
1540         // TODO: implement geometry-shader based shadow volumes someday
1541         if (r_glsl_offsetmapping.integer)
1542         {
1543                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1544                 if (r_glsl_offsetmapping_reliefmapping.integer)
1545                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1546         }
1547         if (rsurfacepass == RSURFPASS_BACKGROUND)
1548         {
1549                 // distorted background
1550                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1551                         mode = SHADERMODE_WATER;
1552                 else
1553                         mode = SHADERMODE_REFRACTION;
1554         }
1555         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1556         {
1557                 // light source
1558                 mode = SHADERMODE_LIGHTSOURCE;
1559                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1560                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1561                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1562                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1563                 if (diffusescale > 0)
1564                         permutation |= SHADERPERMUTATION_DIFFUSE;
1565                 if (specularscale > 0)
1566                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1567                 if (r_refdef.fogenabled)
1568                         permutation |= SHADERPERMUTATION_FOG;
1569                 if (rsurface.texture->colormapping)
1570                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1571                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1572                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1573         }
1574         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1575         {
1576                 // unshaded geometry (fullbright or ambient model lighting)
1577                 mode = SHADERMODE_FLATCOLOR;
1578                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1579                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1580                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1581                         permutation |= SHADERPERMUTATION_GLOW;
1582                 if (r_refdef.fogenabled)
1583                         permutation |= SHADERPERMUTATION_FOG;
1584                 if (rsurface.texture->colormapping)
1585                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1586                 if (r_glsl_offsetmapping.integer)
1587                 {
1588                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1589                         if (r_glsl_offsetmapping_reliefmapping.integer)
1590                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1591                 }
1592                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1593                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1594                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1595                         permutation |= SHADERPERMUTATION_REFLECTION;
1596         }
1597         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1598         {
1599                 // directional model lighting
1600                 mode = SHADERMODE_LIGHTDIRECTION;
1601                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1602                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1603                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1604                         permutation |= SHADERPERMUTATION_GLOW;
1605                 permutation |= SHADERPERMUTATION_DIFFUSE;
1606                 if (specularscale > 0)
1607                         permutation |= SHADERPERMUTATION_SPECULAR;
1608                 if (r_refdef.fogenabled)
1609                         permutation |= SHADERPERMUTATION_FOG;
1610                 if (rsurface.texture->colormapping)
1611                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1612                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1613                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1614                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1615                         permutation |= SHADERPERMUTATION_REFLECTION;
1616         }
1617         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1618         {
1619                 // ambient model lighting
1620                 mode = SHADERMODE_LIGHTDIRECTION;
1621                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1622                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1623                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1624                         permutation |= SHADERPERMUTATION_GLOW;
1625                 if (r_refdef.fogenabled)
1626                         permutation |= SHADERPERMUTATION_FOG;
1627                 if (rsurface.texture->colormapping)
1628                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1629                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1630                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1631                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1632                         permutation |= SHADERPERMUTATION_REFLECTION;
1633         }
1634         else
1635         {
1636                 // lightmapped wall
1637                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1638                 {
1639                         // deluxemapping (light direction texture)
1640                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1641                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1642                         else
1643                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1644                         permutation |= SHADERPERMUTATION_DIFFUSE;
1645                         if (specularscale > 0)
1646                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1647                 }
1648                 else if (r_glsl_deluxemapping.integer >= 2)
1649                 {
1650                         // fake deluxemapping (uniform light direction in tangentspace)
1651                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1652                         permutation |= SHADERPERMUTATION_DIFFUSE;
1653                         if (specularscale > 0)
1654                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1655                 }
1656                 else if (rsurface.uselightmaptexture)
1657                 {
1658                         // ordinary lightmapping (q1bsp, q3bsp)
1659                         mode = SHADERMODE_LIGHTMAP;
1660                 }
1661                 else
1662                 {
1663                         // ordinary vertex coloring (q3bsp)
1664                         mode = SHADERMODE_VERTEXCOLOR;
1665                 }
1666                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1669                         permutation |= SHADERPERMUTATION_GLOW;
1670                 if (r_refdef.fogenabled)
1671                         permutation |= SHADERPERMUTATION_FOG;
1672                 if (rsurface.texture->colormapping)
1673                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1674                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1675                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1676                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1677                         permutation |= SHADERPERMUTATION_REFLECTION;
1678         }
1679         R_SetupShader_SetPermutation(mode, permutation);
1680         if (mode == SHADERMODE_LIGHTSOURCE)
1681         {
1682                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1683                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1684                 {
1685                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1686                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1687                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1688                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1689                 }
1690                 else
1691                 {
1692                         // ambient only is simpler
1693                         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]);
1694                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1695                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1696                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1697                 }
1698                 // additive passes are only darkened by fog, not tinted
1699                 if (r_glsl_permutation->loc_FogColor >= 0)
1700                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1701         }
1702         else
1703         {
1704                 if (mode == SHADERMODE_LIGHTDIRECTION)
1705                 {
1706                         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);
1707                         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);
1708                         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);
1709                         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]);
1710                 }
1711                 else
1712                 {
1713                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1714                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1715                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1716                 }
1717                 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]);
1718                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1719                 // additive passes are only darkened by fog, not tinted
1720                 if (r_glsl_permutation->loc_FogColor >= 0)
1721                 {
1722                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1723                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1724                         else
1725                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1726                 }
1727                 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);
1728                 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]);
1729                 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]);
1730                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1731                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1732                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1733                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1734         }
1735         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1736         {
1737                 // The formula used is actually:
1738                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1739                 //   color.rgb *= SceneBrightness;
1740                 // simplified:
1741                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1742                 // and do [[calculations]] here in the engine
1743                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1744                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1745         }
1746         else
1747                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1748         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1749         if (r_glsl_permutation->loc_Color_Pants >= 0)
1750         {
1751                 if (rsurface.texture->currentskinframe->pants)
1752                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1753                 else
1754                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1755         }
1756         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1757         {
1758                 if (rsurface.texture->currentskinframe->shirt)
1759                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1760                 else
1761                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1762         }
1763         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1764         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1765         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1766         CHECKGLERROR
1767 }
1768
1769 #define SKINFRAME_HASH 1024
1770
1771 struct
1772 {
1773         int loadsequence; // incremented each level change
1774         memexpandablearray_t array;
1775         skinframe_t *hash[SKINFRAME_HASH];
1776 }
1777 r_skinframe;
1778
1779 void R_SkinFrame_PrepareForPurge(void)
1780 {
1781         r_skinframe.loadsequence++;
1782         // wrap it without hitting zero
1783         if (r_skinframe.loadsequence >= 200)
1784                 r_skinframe.loadsequence = 1;
1785 }
1786
1787 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1788 {
1789         if (!skinframe)
1790                 return;
1791         // mark the skinframe as used for the purging code
1792         skinframe->loadsequence = r_skinframe.loadsequence;
1793 }
1794
1795 void R_SkinFrame_Purge(void)
1796 {
1797         int i;
1798         skinframe_t *s;
1799         for (i = 0;i < SKINFRAME_HASH;i++)
1800         {
1801                 for (s = r_skinframe.hash[i];s;s = s->next)
1802                 {
1803                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1804                         {
1805                                 if (s->merged == s->base)
1806                                         s->merged = NULL;
1807                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1808                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1809                                 R_PurgeTexture(s->merged);s->merged = NULL;
1810                                 R_PurgeTexture(s->base  );s->base   = NULL;
1811                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1812                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1813                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1814                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1815                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1816                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1817                                 s->loadsequence = 0;
1818                         }
1819                 }
1820         }
1821 }
1822
1823 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1824         skinframe_t *item;
1825         char basename[MAX_QPATH];
1826
1827         Image_StripImageExtension(name, basename, sizeof(basename));
1828
1829         if( last == NULL ) {
1830                 int hashindex;
1831                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1832                 item = r_skinframe.hash[hashindex];
1833         } else {
1834                 item = last->next;
1835         }
1836
1837         // linearly search through the hash bucket
1838         for( ; item ; item = item->next ) {
1839                 if( !strcmp( item->basename, basename ) ) {
1840                         return item;
1841                 }
1842         }
1843         return NULL;
1844 }
1845
1846 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1847 {
1848         skinframe_t *item;
1849         int hashindex;
1850         char basename[MAX_QPATH];
1851
1852         Image_StripImageExtension(name, basename, sizeof(basename));
1853
1854         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1855         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1856                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1857                         break;
1858
1859         if (!item) {
1860                 rtexture_t *dyntexture;
1861                 // check whether its a dynamic texture
1862                 dyntexture = CL_GetDynTexture( basename );
1863                 if (!add && !dyntexture)
1864                         return NULL;
1865                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1866                 memset(item, 0, sizeof(*item));
1867                 strlcpy(item->basename, basename, sizeof(item->basename));
1868                 item->base = dyntexture; // either NULL or dyntexture handle
1869                 item->textureflags = textureflags;
1870                 item->comparewidth = comparewidth;
1871                 item->compareheight = compareheight;
1872                 item->comparecrc = comparecrc;
1873                 item->next = r_skinframe.hash[hashindex];
1874                 r_skinframe.hash[hashindex] = item;
1875         }
1876         else if( item->base == NULL )
1877         {
1878                 rtexture_t *dyntexture;
1879                 // check whether its a dynamic texture
1880                 // 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]
1881                 dyntexture = CL_GetDynTexture( basename );
1882                 item->base = dyntexture; // either NULL or dyntexture handle
1883         }
1884
1885         R_SkinFrame_MarkUsed(item);
1886         return item;
1887 }
1888
1889 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1890 {
1891         // FIXME: it should be possible to disable loading various layers using
1892         // cvars, to prevent wasted loading time and memory usage if the user does
1893         // not want them
1894         qboolean loadnormalmap = true;
1895         qboolean loadgloss = true;
1896         qboolean loadpantsandshirt = true;
1897         qboolean loadglow = true;
1898         int j;
1899         unsigned char *pixels;
1900         unsigned char *bumppixels;
1901         unsigned char *basepixels = NULL;
1902         int basepixels_width;
1903         int basepixels_height;
1904         skinframe_t *skinframe;
1905
1906         if (cls.state == ca_dedicated)
1907                 return NULL;
1908
1909         // return an existing skinframe if already loaded
1910         // if loading of the first image fails, don't make a new skinframe as it
1911         // would cause all future lookups of this to be missing
1912         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1913         if (skinframe && skinframe->base)
1914                 return skinframe;
1915
1916         basepixels = loadimagepixelsbgra(name, complain, true);
1917         if (basepixels == NULL)
1918                 return NULL;
1919
1920         // we've got some pixels to store, so really allocate this new texture now
1921         if (!skinframe)
1922                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1923         skinframe->stain = NULL;
1924         skinframe->merged = NULL;
1925         skinframe->base = r_texture_notexture;
1926         skinframe->pants = NULL;
1927         skinframe->shirt = NULL;
1928         skinframe->nmap = r_texture_blanknormalmap;
1929         skinframe->gloss = NULL;
1930         skinframe->glow = NULL;
1931         skinframe->fog = NULL;
1932
1933         basepixels_width = image_width;
1934         basepixels_height = image_height;
1935         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);
1936
1937         if (textureflags & TEXF_ALPHA)
1938         {
1939                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1940                         if (basepixels[j] < 255)
1941                                 break;
1942                 if (j < basepixels_width * basepixels_height * 4)
1943                 {
1944                         // has transparent pixels
1945                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1946                         for (j = 0;j < image_width * image_height * 4;j += 4)
1947                         {
1948                                 pixels[j+0] = 255;
1949                                 pixels[j+1] = 255;
1950                                 pixels[j+2] = 255;
1951                                 pixels[j+3] = basepixels[j+3];
1952                         }
1953                         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);
1954                         Mem_Free(pixels);
1955                 }
1956         }
1957
1958         // _norm is the name used by tenebrae and has been adopted as standard
1959         if (loadnormalmap)
1960         {
1961                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1962                 {
1963                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1964                         Mem_Free(pixels);
1965                         pixels = NULL;
1966                 }
1967                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1968                 {
1969                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1970                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1971                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1972                         Mem_Free(pixels);
1973                         Mem_Free(bumppixels);
1974                 }
1975                 else if (r_shadow_bumpscale_basetexture.value > 0)
1976                 {
1977                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1978                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1979                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1980                         Mem_Free(pixels);
1981                 }
1982         }
1983         // _luma is supported for tenebrae compatibility
1984         // (I think it's a very stupid name, but oh well)
1985         // _glow is the preferred name
1986         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;}
1987         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;}
1988         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;}
1989         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;}
1990
1991         if (basepixels)
1992                 Mem_Free(basepixels);
1993
1994         return skinframe;
1995 }
1996
1997 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)
1998 {
1999         int i;
2000         if (!force)
2001         {
2002                 for (i = 0;i < width*height;i++)
2003                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2004                                 break;
2005                 if (i == width*height)
2006                         return NULL;
2007         }
2008         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2009 }
2010
2011 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2012 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2013 {
2014         int i;
2015         unsigned char *temp1, *temp2;
2016         skinframe_t *skinframe;
2017
2018         if (cls.state == ca_dedicated)
2019                 return NULL;
2020
2021         // if already loaded just return it, otherwise make a new skinframe
2022         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2023         if (skinframe && skinframe->base)
2024                 return skinframe;
2025
2026         skinframe->stain = NULL;
2027         skinframe->merged = NULL;
2028         skinframe->base = r_texture_notexture;
2029         skinframe->pants = NULL;
2030         skinframe->shirt = NULL;
2031         skinframe->nmap = r_texture_blanknormalmap;
2032         skinframe->gloss = NULL;
2033         skinframe->glow = NULL;
2034         skinframe->fog = NULL;
2035
2036         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2037         if (!skindata)
2038                 return NULL;
2039
2040         if (r_shadow_bumpscale_basetexture.value > 0)
2041         {
2042                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2043                 temp2 = temp1 + width * height * 4;
2044                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2045                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2046                 Mem_Free(temp1);
2047         }
2048         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2049         if (textureflags & TEXF_ALPHA)
2050         {
2051                 for (i = 3;i < width * height * 4;i += 4)
2052                         if (skindata[i] < 255)
2053                                 break;
2054                 if (i < width * height * 4)
2055                 {
2056                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2057                         memcpy(fogpixels, skindata, width * height * 4);
2058                         for (i = 0;i < width * height * 4;i += 4)
2059                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2060                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2061                         Mem_Free(fogpixels);
2062                 }
2063         }
2064
2065         return skinframe;
2066 }
2067
2068 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2069 {
2070         int i;
2071         unsigned char *temp1, *temp2;
2072         skinframe_t *skinframe;
2073
2074         if (cls.state == ca_dedicated)
2075                 return NULL;
2076
2077         // if already loaded just return it, otherwise make a new skinframe
2078         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2079         if (skinframe && skinframe->base)
2080                 return skinframe;
2081
2082         skinframe->stain = NULL;
2083         skinframe->merged = NULL;
2084         skinframe->base = r_texture_notexture;
2085         skinframe->pants = NULL;
2086         skinframe->shirt = NULL;
2087         skinframe->nmap = r_texture_blanknormalmap;
2088         skinframe->gloss = NULL;
2089         skinframe->glow = NULL;
2090         skinframe->fog = NULL;
2091
2092         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2093         if (!skindata)
2094                 return NULL;
2095
2096         if (r_shadow_bumpscale_basetexture.value > 0)
2097         {
2098                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2099                 temp2 = temp1 + width * height * 4;
2100                 // use either a custom palette or the quake palette
2101                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2102                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2103                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2104                 Mem_Free(temp1);
2105         }
2106         // use either a custom palette, or the quake palette
2107         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2108         if (loadglowtexture)
2109                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2110         if (loadpantsandshirt)
2111         {
2112                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2113                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2114         }
2115         if (skinframe->pants || skinframe->shirt)
2116                 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
2117         if (textureflags & TEXF_ALPHA)
2118         {
2119                 for (i = 0;i < width * height;i++)
2120                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2121                                 break;
2122                 if (i < width * height)
2123                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2124         }
2125
2126         return skinframe;
2127 }
2128
2129 skinframe_t *R_SkinFrame_LoadMissing(void)
2130 {
2131         skinframe_t *skinframe;
2132
2133         if (cls.state == ca_dedicated)
2134                 return NULL;
2135
2136         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2137         skinframe->stain = NULL;
2138         skinframe->merged = NULL;
2139         skinframe->base = r_texture_notexture;
2140         skinframe->pants = NULL;
2141         skinframe->shirt = NULL;
2142         skinframe->nmap = r_texture_blanknormalmap;
2143         skinframe->gloss = NULL;
2144         skinframe->glow = NULL;
2145         skinframe->fog = NULL;
2146
2147         return skinframe;
2148 }
2149
2150 void gl_main_start(void)
2151 {
2152         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2153         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2154
2155         // set up r_skinframe loading system for textures
2156         memset(&r_skinframe, 0, sizeof(r_skinframe));
2157         r_skinframe.loadsequence = 1;
2158         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2159
2160         r_main_texturepool = R_AllocTexturePool();
2161         R_BuildBlankTextures();
2162         R_BuildNoTexture();
2163         if (gl_texturecubemap)
2164         {
2165                 R_BuildWhiteCube();
2166                 R_BuildNormalizationCube();
2167         }
2168         r_texture_fogattenuation = NULL;
2169         r_texture_gammaramps = NULL;
2170         //r_texture_fogintensity = NULL;
2171         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2172         memset(&r_waterstate, 0, sizeof(r_waterstate));
2173         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2174         memset(&r_svbsp, 0, sizeof (r_svbsp));
2175
2176         r_refdef.fogmasktable_density = 0;
2177 }
2178
2179 void gl_main_shutdown(void)
2180 {
2181         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2182         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2183
2184         // clear out the r_skinframe state
2185         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2186         memset(&r_skinframe, 0, sizeof(r_skinframe));
2187
2188         if (r_svbsp.nodes)
2189                 Mem_Free(r_svbsp.nodes);
2190         memset(&r_svbsp, 0, sizeof (r_svbsp));
2191         R_FreeTexturePool(&r_main_texturepool);
2192         r_texture_blanknormalmap = NULL;
2193         r_texture_white = NULL;
2194         r_texture_grey128 = NULL;
2195         r_texture_black = NULL;
2196         r_texture_whitecube = NULL;
2197         r_texture_normalizationcube = NULL;
2198         r_texture_fogattenuation = NULL;
2199         r_texture_gammaramps = NULL;
2200         //r_texture_fogintensity = NULL;
2201         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2202         memset(&r_waterstate, 0, sizeof(r_waterstate));
2203         R_GLSL_Restart_f();
2204 }
2205
2206 extern void CL_ParseEntityLump(char *entitystring);
2207 void gl_main_newmap(void)
2208 {
2209         // FIXME: move this code to client
2210         int l;
2211         char *entities, entname[MAX_QPATH];
2212         if (cl.worldmodel)
2213         {
2214                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2215                 l = (int)strlen(entname) - 4;
2216                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2217                 {
2218                         memcpy(entname + l, ".ent", 5);
2219                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2220                         {
2221                                 CL_ParseEntityLump(entities);
2222                                 Mem_Free(entities);
2223                                 return;
2224                         }
2225                 }
2226                 if (cl.worldmodel->brush.entities)
2227                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2228         }
2229 }
2230
2231 void GL_Main_Init(void)
2232 {
2233         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2234
2235         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2236         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2237         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2238         if (gamemode == GAME_NEHAHRA)
2239         {
2240                 Cvar_RegisterVariable (&gl_fogenable);
2241                 Cvar_RegisterVariable (&gl_fogdensity);
2242                 Cvar_RegisterVariable (&gl_fogred);
2243                 Cvar_RegisterVariable (&gl_foggreen);
2244                 Cvar_RegisterVariable (&gl_fogblue);
2245                 Cvar_RegisterVariable (&gl_fogstart);
2246                 Cvar_RegisterVariable (&gl_fogend);
2247                 Cvar_RegisterVariable (&gl_skyclip);
2248         }
2249         Cvar_RegisterVariable(&r_depthfirst);
2250         Cvar_RegisterVariable(&r_nearclip);
2251         Cvar_RegisterVariable(&r_showbboxes);
2252         Cvar_RegisterVariable(&r_showsurfaces);
2253         Cvar_RegisterVariable(&r_showtris);
2254         Cvar_RegisterVariable(&r_shownormals);
2255         Cvar_RegisterVariable(&r_showlighting);
2256         Cvar_RegisterVariable(&r_showshadowvolumes);
2257         Cvar_RegisterVariable(&r_showcollisionbrushes);
2258         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2259         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2260         Cvar_RegisterVariable(&r_showdisabledepthtest);
2261         Cvar_RegisterVariable(&r_drawportals);
2262         Cvar_RegisterVariable(&r_drawentities);
2263         Cvar_RegisterVariable(&r_cullentities_trace);
2264         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2265         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2266         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2267         Cvar_RegisterVariable(&r_drawviewmodel);
2268         Cvar_RegisterVariable(&r_speeds);
2269         Cvar_RegisterVariable(&r_fullbrights);
2270         Cvar_RegisterVariable(&r_wateralpha);
2271         Cvar_RegisterVariable(&r_dynamic);
2272         Cvar_RegisterVariable(&r_fullbright);
2273         Cvar_RegisterVariable(&r_shadows);
2274         Cvar_RegisterVariable(&r_shadows_throwdistance);
2275         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2276         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2277         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2278         Cvar_RegisterVariable(&r_fog_exp2);
2279         Cvar_RegisterVariable(&r_textureunits);
2280         Cvar_RegisterVariable(&r_glsl);
2281         Cvar_RegisterVariable(&r_glsl_contrastboost);
2282         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2283         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2284         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2285         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2286         Cvar_RegisterVariable(&r_glsl_postprocess);
2287         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2288         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2289         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2290         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2291         Cvar_RegisterVariable(&r_glsl_usegeneric);
2292         Cvar_RegisterVariable(&r_water);
2293         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2294         Cvar_RegisterVariable(&r_water_clippingplanebias);
2295         Cvar_RegisterVariable(&r_water_refractdistort);
2296         Cvar_RegisterVariable(&r_water_reflectdistort);
2297         Cvar_RegisterVariable(&r_lerpsprites);
2298         Cvar_RegisterVariable(&r_lerpmodels);
2299         Cvar_RegisterVariable(&r_lerplightstyles);
2300         Cvar_RegisterVariable(&r_waterscroll);
2301         Cvar_RegisterVariable(&r_bloom);
2302         Cvar_RegisterVariable(&r_bloom_colorscale);
2303         Cvar_RegisterVariable(&r_bloom_brighten);
2304         Cvar_RegisterVariable(&r_bloom_blur);
2305         Cvar_RegisterVariable(&r_bloom_resolution);
2306         Cvar_RegisterVariable(&r_bloom_colorexponent);
2307         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2308         Cvar_RegisterVariable(&r_hdr);
2309         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2310         Cvar_RegisterVariable(&r_hdr_glowintensity);
2311         Cvar_RegisterVariable(&r_hdr_range);
2312         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2313         Cvar_RegisterVariable(&developer_texturelogging);
2314         Cvar_RegisterVariable(&gl_lightmaps);
2315         Cvar_RegisterVariable(&r_test);
2316         Cvar_RegisterVariable(&r_batchmode);
2317         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2318                 Cvar_SetValue("r_fullbrights", 0);
2319         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2320
2321         Cvar_RegisterVariable(&r_track_sprites);
2322         Cvar_RegisterVariable(&r_track_sprites_flags);
2323         Cvar_RegisterVariable(&r_track_sprites_scalew);
2324         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2325 }
2326
2327 extern void R_Textures_Init(void);
2328 extern void GL_Draw_Init(void);
2329 extern void GL_Main_Init(void);
2330 extern void R_Shadow_Init(void);
2331 extern void R_Sky_Init(void);
2332 extern void GL_Surf_Init(void);
2333 extern void R_Particles_Init(void);
2334 extern void R_Explosion_Init(void);
2335 extern void gl_backend_init(void);
2336 extern void Sbar_Init(void);
2337 extern void R_LightningBeams_Init(void);
2338 extern void Mod_RenderInit(void);
2339
2340 void Render_Init(void)
2341 {
2342         gl_backend_init();
2343         R_Textures_Init();
2344         GL_Main_Init();
2345         GL_Draw_Init();
2346         R_Shadow_Init();
2347         R_Sky_Init();
2348         GL_Surf_Init();
2349         Sbar_Init();
2350         R_Particles_Init();
2351         R_Explosion_Init();
2352         R_LightningBeams_Init();
2353         Mod_RenderInit();
2354 }
2355
2356 /*
2357 ===============
2358 GL_Init
2359 ===============
2360 */
2361 extern char *ENGINE_EXTENSIONS;
2362 void GL_Init (void)
2363 {
2364         VID_CheckExtensions();
2365
2366         // LordHavoc: report supported extensions
2367         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2368
2369         // clear to black (loading plaque will be seen over this)
2370         CHECKGLERROR
2371         qglClearColor(0,0,0,1);CHECKGLERROR
2372         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2373 }
2374
2375 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2376 {
2377         int i;
2378         mplane_t *p;
2379         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2380         {
2381                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2382                 if (i == 4)
2383                         continue;
2384                 p = r_refdef.view.frustum + i;
2385                 switch(p->signbits)
2386                 {
2387                 default:
2388                 case 0:
2389                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2390                                 return true;
2391                         break;
2392                 case 1:
2393                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2394                                 return true;
2395                         break;
2396                 case 2:
2397                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2398                                 return true;
2399                         break;
2400                 case 3:
2401                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2402                                 return true;
2403                         break;
2404                 case 4:
2405                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2406                                 return true;
2407                         break;
2408                 case 5:
2409                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2410                                 return true;
2411                         break;
2412                 case 6:
2413                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2414                                 return true;
2415                         break;
2416                 case 7:
2417                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2418                                 return true;
2419                         break;
2420                 }
2421         }
2422         return false;
2423 }
2424
2425 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2426 {
2427         int i;
2428         const mplane_t *p;
2429         for (i = 0;i < numplanes;i++)
2430         {
2431                 p = planes + i;
2432                 switch(p->signbits)
2433                 {
2434                 default:
2435                 case 0:
2436                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2437                                 return true;
2438                         break;
2439                 case 1:
2440                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2441                                 return true;
2442                         break;
2443                 case 2:
2444                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2445                                 return true;
2446                         break;
2447                 case 3:
2448                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2449                                 return true;
2450                         break;
2451                 case 4:
2452                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2453                                 return true;
2454                         break;
2455                 case 5:
2456                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2457                                 return true;
2458                         break;
2459                 case 6:
2460                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2461                                 return true;
2462                         break;
2463                 case 7:
2464                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2465                                 return true;
2466                         break;
2467                 }
2468         }
2469         return false;
2470 }
2471
2472 //==================================================================================
2473
2474 static void R_View_UpdateEntityVisible (void)
2475 {
2476         int i, renderimask;
2477         entity_render_t *ent;
2478
2479         if (!r_drawentities.integer)
2480                 return;
2481
2482         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2483         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2484         {
2485                 // worldmodel can check visibility
2486                 for (i = 0;i < r_refdef.scene.numentities;i++)
2487                 {
2488                         ent = r_refdef.scene.entities[i];
2489                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2490
2491                 }
2492                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2493                 {
2494                         for (i = 0;i < r_refdef.scene.numentities;i++)
2495                         {
2496                                 ent = r_refdef.scene.entities[i];
2497                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2498                                 {
2499                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2500                                                 ent->last_trace_visibility = realtime;
2501                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2502                                                 r_refdef.viewcache.entityvisible[i] = 0;
2503                                 }
2504                         }
2505                 }
2506         }
2507         else
2508         {
2509                 // no worldmodel or it can't check visibility
2510                 for (i = 0;i < r_refdef.scene.numentities;i++)
2511                 {
2512                         ent = r_refdef.scene.entities[i];
2513                         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));
2514                 }
2515         }
2516 }
2517
2518 // only used if skyrendermasked, and normally returns false
2519 int R_DrawBrushModelsSky (void)
2520 {
2521         int i, sky;
2522         entity_render_t *ent;
2523
2524         if (!r_drawentities.integer)
2525                 return false;
2526
2527         sky = false;
2528         for (i = 0;i < r_refdef.scene.numentities;i++)
2529         {
2530                 if (!r_refdef.viewcache.entityvisible[i])
2531                         continue;
2532                 ent = r_refdef.scene.entities[i];
2533                 if (!ent->model || !ent->model->DrawSky)
2534                         continue;
2535                 ent->model->DrawSky(ent);
2536                 sky = true;
2537         }
2538         return sky;
2539 }
2540
2541 static void R_DrawNoModel(entity_render_t *ent);
2542 static void R_DrawModels(void)
2543 {
2544         int i;
2545         entity_render_t *ent;
2546
2547         if (!r_drawentities.integer)
2548                 return;
2549
2550         for (i = 0;i < r_refdef.scene.numentities;i++)
2551         {
2552                 if (!r_refdef.viewcache.entityvisible[i])
2553                         continue;
2554                 ent = r_refdef.scene.entities[i];
2555                 r_refdef.stats.entities++;
2556                 if (ent->model && ent->model->Draw != NULL)
2557                         ent->model->Draw(ent);
2558                 else
2559                         R_DrawNoModel(ent);
2560         }
2561 }
2562
2563 static void R_DrawModelsDepth(void)
2564 {
2565         int i;
2566         entity_render_t *ent;
2567
2568         if (!r_drawentities.integer)
2569                 return;
2570
2571         for (i = 0;i < r_refdef.scene.numentities;i++)
2572         {
2573                 if (!r_refdef.viewcache.entityvisible[i])
2574                         continue;
2575                 ent = r_refdef.scene.entities[i];
2576                 if (ent->model && ent->model->DrawDepth != NULL)
2577                         ent->model->DrawDepth(ent);
2578         }
2579 }
2580
2581 static void R_DrawModelsDebug(void)
2582 {
2583         int i;
2584         entity_render_t *ent;
2585
2586         if (!r_drawentities.integer)
2587                 return;
2588
2589         for (i = 0;i < r_refdef.scene.numentities;i++)
2590         {
2591                 if (!r_refdef.viewcache.entityvisible[i])
2592                         continue;
2593                 ent = r_refdef.scene.entities[i];
2594                 if (ent->model && ent->model->DrawDebug != NULL)
2595                         ent->model->DrawDebug(ent);
2596         }
2597 }
2598
2599 static void R_DrawModelsAddWaterPlanes(void)
2600 {
2601         int i;
2602         entity_render_t *ent;
2603
2604         if (!r_drawentities.integer)
2605                 return;
2606
2607         for (i = 0;i < r_refdef.scene.numentities;i++)
2608         {
2609                 if (!r_refdef.viewcache.entityvisible[i])
2610                         continue;
2611                 ent = r_refdef.scene.entities[i];
2612                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2613                         ent->model->DrawAddWaterPlanes(ent);
2614         }
2615 }
2616
2617 static void R_View_SetFrustum(void)
2618 {
2619         int i;
2620         double slopex, slopey;
2621         vec3_t forward, left, up, origin;
2622
2623         // we can't trust r_refdef.view.forward and friends in reflected scenes
2624         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2625
2626 #if 0
2627         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2628         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2629         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2630         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2631         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2632         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2633         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2634         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2635         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2636         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2637         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2638         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2639 #endif
2640
2641 #if 0
2642         zNear = r_refdef.nearclip;
2643         nudge = 1.0 - 1.0 / (1<<23);
2644         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2645         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2646         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2647         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2648         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2649         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2650         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2651         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2652 #endif
2653
2654
2655
2656 #if 0
2657         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2658         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2659         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2660         r_refdef.view.frustum[0].dist = m[15] - m[12];
2661
2662         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2663         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2664         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2665         r_refdef.view.frustum[1].dist = m[15] + m[12];
2666
2667         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2668         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2669         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2670         r_refdef.view.frustum[2].dist = m[15] - m[13];
2671
2672         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2673         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2674         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2675         r_refdef.view.frustum[3].dist = m[15] + m[13];
2676
2677         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2678         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2679         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2680         r_refdef.view.frustum[4].dist = m[15] - m[14];
2681
2682         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2683         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2684         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2685         r_refdef.view.frustum[5].dist = m[15] + m[14];
2686 #endif
2687
2688         if (r_refdef.view.useperspective)
2689         {
2690                 slopex = 1.0 / r_refdef.view.frustum_x;
2691                 slopey = 1.0 / r_refdef.view.frustum_y;
2692                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2693                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2694                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2695                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2696                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2697
2698                 // Leaving those out was a mistake, those were in the old code, and they
2699                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2700                 // I couldn't reproduce it after adding those normalizations. --blub
2701                 VectorNormalize(r_refdef.view.frustum[0].normal);
2702                 VectorNormalize(r_refdef.view.frustum[1].normal);
2703                 VectorNormalize(r_refdef.view.frustum[2].normal);
2704                 VectorNormalize(r_refdef.view.frustum[3].normal);
2705
2706                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2707                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2708                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2709                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2710                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2711
2712                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2713                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2714                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2715                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2716                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2717         }
2718         else
2719         {
2720                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2721                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2722                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2723                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2724                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2725                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2726                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2727                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2728                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2729                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2730         }
2731         r_refdef.view.numfrustumplanes = 5;
2732
2733         if (r_refdef.view.useclipplane)
2734         {
2735                 r_refdef.view.numfrustumplanes = 6;
2736                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2737         }
2738
2739         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2740                 PlaneClassify(r_refdef.view.frustum + i);
2741
2742         // LordHavoc: note to all quake engine coders, Quake had a special case
2743         // for 90 degrees which assumed a square view (wrong), so I removed it,
2744         // Quake2 has it disabled as well.
2745
2746         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2747         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2748         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2749         //PlaneClassify(&frustum[0]);
2750
2751         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2752         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2753         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2754         //PlaneClassify(&frustum[1]);
2755
2756         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2757         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2758         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2759         //PlaneClassify(&frustum[2]);
2760
2761         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2762         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2763         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2764         //PlaneClassify(&frustum[3]);
2765
2766         // nearclip plane
2767         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2768         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2769         //PlaneClassify(&frustum[4]);
2770 }
2771
2772 void R_View_Update(void)
2773 {
2774         R_View_SetFrustum();
2775         R_View_WorldVisibility(r_refdef.view.useclipplane);
2776         R_View_UpdateEntityVisible();
2777 }
2778
2779 void R_SetupView(qboolean allowwaterclippingplane)
2780 {
2781         if (!r_refdef.view.useperspective)
2782                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2783         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2784                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2785         else
2786                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2787
2788         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2789
2790         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2791         {
2792                 // LordHavoc: couldn't figure out how to make this approach the
2793                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2794                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2795                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2796                         dist = r_refdef.view.clipplane.dist;
2797                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2798         }
2799 }
2800
2801 void R_ResetViewRendering2D(void)
2802 {
2803         DrawQ_Finish();
2804
2805         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2806         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2807         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2808         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2809         GL_Color(1, 1, 1, 1);
2810         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2811         GL_BlendFunc(GL_ONE, GL_ZERO);
2812         GL_AlphaTest(false);
2813         GL_ScissorTest(false);
2814         GL_DepthMask(false);
2815         GL_DepthRange(0, 1);
2816         GL_DepthTest(false);
2817         R_Mesh_Matrix(&identitymatrix);
2818         R_Mesh_ResetTextureState();
2819         GL_PolygonOffset(0, 0);
2820         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2821         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2822         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2823         qglStencilMask(~0);CHECKGLERROR
2824         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2825         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2826         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2827         R_SetupGenericShader(true);
2828 }
2829
2830 void R_ResetViewRendering3D(void)
2831 {
2832         DrawQ_Finish();
2833
2834         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2835         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2836         R_SetupView(true);
2837         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2838         GL_Color(1, 1, 1, 1);
2839         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2840         GL_BlendFunc(GL_ONE, GL_ZERO);
2841         GL_AlphaTest(false);
2842         GL_ScissorTest(true);
2843         GL_DepthMask(true);
2844         GL_DepthRange(0, 1);
2845         GL_DepthTest(true);
2846         R_Mesh_Matrix(&identitymatrix);
2847         R_Mesh_ResetTextureState();
2848         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2849         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2850         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2851         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2852         qglStencilMask(~0);CHECKGLERROR
2853         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2854         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2855         GL_CullFace(r_refdef.view.cullface_back);
2856         R_SetupGenericShader(true);
2857 }
2858
2859 void R_RenderScene(qboolean addwaterplanes);
2860
2861 static void R_Water_StartFrame(void)
2862 {
2863         int i;
2864         int waterwidth, waterheight, texturewidth, textureheight;
2865         r_waterstate_waterplane_t *p;
2866
2867         // set waterwidth and waterheight to the water resolution that will be
2868         // used (often less than the screen resolution for faster rendering)
2869         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2870         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2871
2872         // calculate desired texture sizes
2873         // can't use water if the card does not support the texture size
2874         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2875                 texturewidth = textureheight = waterwidth = waterheight = 0;
2876         else if (gl_support_arb_texture_non_power_of_two)
2877         {
2878                 texturewidth = waterwidth;
2879                 textureheight = waterheight;
2880         }
2881         else
2882         {
2883                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2884                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2885         }
2886
2887         // allocate textures as needed
2888         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2889         {
2890                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2891                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2892                 {
2893                         if (p->texture_refraction)
2894                                 R_FreeTexture(p->texture_refraction);
2895                         p->texture_refraction = NULL;
2896                         if (p->texture_reflection)
2897                                 R_FreeTexture(p->texture_reflection);
2898                         p->texture_reflection = NULL;
2899                 }
2900                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2901                 r_waterstate.waterwidth = waterwidth;
2902                 r_waterstate.waterheight = waterheight;
2903                 r_waterstate.texturewidth = texturewidth;
2904                 r_waterstate.textureheight = textureheight;
2905         }
2906
2907         if (r_waterstate.waterwidth)
2908         {
2909                 r_waterstate.enabled = true;
2910
2911                 // set up variables that will be used in shader setup
2912                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2913                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2914                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2915                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2916         }
2917
2918         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2919         r_waterstate.numwaterplanes = 0;
2920 }
2921
2922 static void R_Water_AddWaterPlane(msurface_t *surface)
2923 {
2924         int triangleindex, planeindex;
2925         const int *e;
2926         vec3_t vert[3];
2927         vec3_t normal;
2928         vec3_t center;
2929         mplane_t plane;
2930         r_waterstate_waterplane_t *p;
2931         // just use the first triangle with a valid normal for any decisions
2932         VectorClear(normal);
2933         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2934         {
2935                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2936                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2937                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2938                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2939                 if (VectorLength2(normal) >= 0.001)
2940                         break;
2941         }
2942
2943         VectorCopy(normal, plane.normal);
2944         VectorNormalize(plane.normal);
2945         plane.dist = DotProduct(vert[0], plane.normal);
2946         PlaneClassify(&plane);
2947         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2948         {
2949                 // skip backfaces (except if nocullface is set)
2950                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2951                         return;
2952                 VectorNegate(plane.normal, plane.normal);
2953                 plane.dist *= -1;
2954                 PlaneClassify(&plane);
2955         }
2956
2957
2958         // find a matching plane if there is one
2959         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2960                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2961                         break;
2962         if (planeindex >= r_waterstate.maxwaterplanes)
2963                 return; // nothing we can do, out of planes
2964
2965         // if this triangle does not fit any known plane rendered this frame, add one
2966         if (planeindex >= r_waterstate.numwaterplanes)
2967         {
2968                 // store the new plane
2969                 r_waterstate.numwaterplanes++;
2970                 p->plane = plane;
2971                 // clear materialflags and pvs
2972                 p->materialflags = 0;
2973                 p->pvsvalid = false;
2974         }
2975         // merge this surface's materialflags into the waterplane
2976         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2977         // merge this surface's PVS into the waterplane
2978         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2979         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2980          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2981         {
2982                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2983                 p->pvsvalid = true;
2984         }
2985 }
2986
2987 static void R_Water_ProcessPlanes(void)
2988 {
2989         r_refdef_view_t originalview;
2990         int planeindex;
2991         r_waterstate_waterplane_t *p;
2992
2993         originalview = r_refdef.view;
2994
2995         // make sure enough textures are allocated
2996         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2997         {
2998                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2999                 {
3000                         if (!p->texture_refraction)
3001                                 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);
3002                         if (!p->texture_refraction)
3003                                 goto error;
3004                 }
3005
3006                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3007                 {
3008                         if (!p->texture_reflection)
3009                                 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);
3010                         if (!p->texture_reflection)
3011                                 goto error;
3012                 }
3013         }
3014
3015         // render views
3016         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3017         {
3018                 r_refdef.view.showdebug = false;
3019                 r_refdef.view.width = r_waterstate.waterwidth;
3020                 r_refdef.view.height = r_waterstate.waterheight;
3021                 r_refdef.view.useclipplane = true;
3022                 r_waterstate.renderingscene = true;
3023
3024                 // render the normal view scene and copy into texture
3025                 // (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)
3026                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3027                 {
3028                         r_refdef.view.clipplane = p->plane;
3029                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3030                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3031                         PlaneClassify(&r_refdef.view.clipplane);
3032
3033                         R_RenderScene(false);
3034
3035                         // copy view into the screen texture
3036                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3037                         GL_ActiveTexture(0);
3038                         CHECKGLERROR
3039                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3040                 }
3041
3042                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3043                 {
3044                         // render reflected scene and copy into texture
3045                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3046                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3047                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3048                         r_refdef.view.clipplane = p->plane;
3049                         // reverse the cullface settings for this render
3050                         r_refdef.view.cullface_front = GL_FRONT;
3051                         r_refdef.view.cullface_back = GL_BACK;
3052                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3053                         {
3054                                 r_refdef.view.usecustompvs = true;
3055                                 if (p->pvsvalid)
3056                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3057                                 else
3058                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3059                         }
3060
3061                         R_ResetViewRendering3D();
3062                         R_ClearScreen(r_refdef.fogenabled);
3063                         if (r_timereport_active)
3064                                 R_TimeReport("viewclear");
3065
3066                         R_RenderScene(false);
3067
3068                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3069                         GL_ActiveTexture(0);
3070                         CHECKGLERROR
3071                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3072
3073                         R_ResetViewRendering3D();
3074                         R_ClearScreen(r_refdef.fogenabled);
3075                         if (r_timereport_active)
3076                                 R_TimeReport("viewclear");
3077                 }
3078
3079                 r_refdef.view = originalview;
3080                 r_refdef.view.clear = true;
3081                 r_waterstate.renderingscene = false;
3082         }
3083         return;
3084 error:
3085         r_refdef.view = originalview;
3086         r_waterstate.renderingscene = false;
3087         Cvar_SetValueQuick(&r_water, 0);
3088         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3089         return;
3090 }
3091
3092 void R_Bloom_StartFrame(void)
3093 {
3094         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3095
3096         // set bloomwidth and bloomheight to the bloom resolution that will be
3097         // used (often less than the screen resolution for faster rendering)
3098         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3099         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3100         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3101         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3102         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3103
3104         // calculate desired texture sizes
3105         if (gl_support_arb_texture_non_power_of_two)
3106         {
3107                 screentexturewidth = r_refdef.view.width;
3108                 screentextureheight = r_refdef.view.height;
3109                 bloomtexturewidth = r_bloomstate.bloomwidth;
3110                 bloomtextureheight = r_bloomstate.bloomheight;
3111         }
3112         else
3113         {
3114                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3115                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3116                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3117                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3118         }
3119
3120         if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3121         {
3122                 Cvar_SetValueQuick(&r_hdr, 0);
3123                 Cvar_SetValueQuick(&r_bloom, 0);
3124         }
3125
3126         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3127                 screentexturewidth = screentextureheight = 0;
3128         if (!r_hdr.integer && !r_bloom.integer)
3129                 bloomtexturewidth = bloomtextureheight = 0;
3130
3131         // allocate textures as needed
3132         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3133         {
3134                 if (r_bloomstate.texture_screen)
3135                         R_FreeTexture(r_bloomstate.texture_screen);
3136                 r_bloomstate.texture_screen = NULL;
3137                 r_bloomstate.screentexturewidth = screentexturewidth;
3138                 r_bloomstate.screentextureheight = screentextureheight;
3139                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3140                         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);
3141         }
3142         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3143         {
3144                 if (r_bloomstate.texture_bloom)
3145                         R_FreeTexture(r_bloomstate.texture_bloom);
3146                 r_bloomstate.texture_bloom = NULL;
3147                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3148                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3149                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3150                         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);
3151         }
3152
3153         // set up a texcoord array for the full resolution screen image
3154         // (we have to keep this around to copy back during final render)
3155         r_bloomstate.screentexcoord2f[0] = 0;
3156         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3157         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3158         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3159         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3160         r_bloomstate.screentexcoord2f[5] = 0;
3161         r_bloomstate.screentexcoord2f[6] = 0;
3162         r_bloomstate.screentexcoord2f[7] = 0;
3163
3164         // set up a texcoord array for the reduced resolution bloom image
3165         // (which will be additive blended over the screen image)
3166         r_bloomstate.bloomtexcoord2f[0] = 0;
3167         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3168         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3169         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3170         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3171         r_bloomstate.bloomtexcoord2f[5] = 0;
3172         r_bloomstate.bloomtexcoord2f[6] = 0;
3173         r_bloomstate.bloomtexcoord2f[7] = 0;
3174
3175         if (r_hdr.integer || r_bloom.integer)
3176         {
3177                 r_bloomstate.enabled = true;
3178                 r_bloomstate.hdr = r_hdr.integer != 0;
3179         }
3180 }
3181
3182 void R_Bloom_CopyBloomTexture(float colorscale)
3183 {
3184         r_refdef.stats.bloom++;
3185
3186         // scale down screen texture to the bloom texture size
3187         CHECKGLERROR
3188         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3189         GL_BlendFunc(GL_ONE, GL_ZERO);
3190         GL_Color(colorscale, colorscale, colorscale, 1);
3191         // TODO: optimize with multitexture or GLSL
3192         R_SetupGenericShader(true);
3193         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3194         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3195         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3196         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3197
3198         // we now have a bloom image in the framebuffer
3199         // copy it into the bloom image texture for later processing
3200         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3201         GL_ActiveTexture(0);
3202         CHECKGLERROR
3203         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3204         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3205 }
3206
3207 void R_Bloom_CopyHDRTexture(void)
3208 {
3209         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3210         GL_ActiveTexture(0);
3211         CHECKGLERROR
3212         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3213         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3214 }
3215
3216 void R_Bloom_MakeTexture(void)
3217 {
3218         int x, range, dir;
3219         float xoffset, yoffset, r, brighten;
3220
3221         r_refdef.stats.bloom++;
3222
3223         R_ResetViewRendering2D();
3224         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3225         R_Mesh_ColorPointer(NULL, 0, 0);
3226         R_SetupGenericShader(true);
3227
3228         // we have a bloom image in the framebuffer
3229         CHECKGLERROR
3230         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3231
3232         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3233         {
3234                 x *= 2;
3235                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3236                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3237                 GL_Color(r, r, r, 1);
3238                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3239                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3240                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3241                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3242
3243                 // copy the vertically blurred bloom view to a texture
3244                 GL_ActiveTexture(0);
3245                 CHECKGLERROR
3246                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3247                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3248         }
3249
3250         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3251         brighten = r_bloom_brighten.value;
3252         if (r_hdr.integer)
3253                 brighten *= r_hdr_range.value;
3254         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3255         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3256
3257         for (dir = 0;dir < 2;dir++)
3258         {
3259                 // blend on at multiple vertical offsets to achieve a vertical blur
3260                 // TODO: do offset blends using GLSL
3261                 GL_BlendFunc(GL_ONE, GL_ZERO);
3262                 for (x = -range;x <= range;x++)
3263                 {
3264                         if (!dir){xoffset = 0;yoffset = x;}
3265                         else {xoffset = x;yoffset = 0;}
3266                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3267                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3268                         // compute a texcoord array with the specified x and y offset
3269                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3270                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3271                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3272                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3273                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3274                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3275                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3276                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3277                         // this r value looks like a 'dot' particle, fading sharply to
3278                         // black at the edges
3279                         // (probably not realistic but looks good enough)
3280                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3281                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3282                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3283                         GL_Color(r, r, r, 1);
3284                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3285                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3286                         GL_BlendFunc(GL_ONE, GL_ONE);
3287                 }
3288
3289                 // copy the vertically blurred bloom view to a texture
3290                 GL_ActiveTexture(0);
3291                 CHECKGLERROR
3292                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3293                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3294         }
3295
3296         // apply subtract last
3297         // (just like it would be in a GLSL shader)
3298         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3299         {
3300                 GL_BlendFunc(GL_ONE, GL_ZERO);
3301                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3302                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3303                 GL_Color(1, 1, 1, 1);
3304                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3305                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3306
3307                 GL_BlendFunc(GL_ONE, GL_ONE);
3308                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3309                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3310                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3311                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3312                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3313                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3314                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3315
3316                 // copy the darkened bloom view to a texture
3317                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3318                 GL_ActiveTexture(0);
3319                 CHECKGLERROR
3320                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3321                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3322         }
3323 }
3324
3325 void R_HDR_RenderBloomTexture(void)
3326 {
3327         int oldwidth, oldheight;
3328         float oldcolorscale;
3329
3330         oldcolorscale = r_refdef.view.colorscale;
3331         oldwidth = r_refdef.view.width;
3332         oldheight = r_refdef.view.height;
3333         r_refdef.view.width = r_bloomstate.bloomwidth;
3334         r_refdef.view.height = r_bloomstate.bloomheight;
3335
3336         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3337         // TODO: add exposure compensation features
3338         // TODO: add fp16 framebuffer support
3339
3340         r_refdef.view.showdebug = false;
3341         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3342
3343         R_ClearScreen(r_refdef.fogenabled);
3344         if (r_timereport_active)
3345                 R_TimeReport("HDRclear");
3346
3347         r_waterstate.numwaterplanes = 0;
3348         R_RenderScene(r_waterstate.enabled);
3349         r_refdef.view.showdebug = true;
3350
3351         R_ResetViewRendering2D();
3352
3353         R_Bloom_CopyHDRTexture();
3354         R_Bloom_MakeTexture();
3355
3356         // restore the view settings
3357         r_refdef.view.width = oldwidth;
3358         r_refdef.view.height = oldheight;
3359         r_refdef.view.colorscale = oldcolorscale;
3360
3361         R_ResetViewRendering3D();
3362
3363         R_ClearScreen(r_refdef.fogenabled);
3364         if (r_timereport_active)
3365                 R_TimeReport("viewclear");
3366 }
3367
3368 static void R_BlendView(void)
3369 {
3370         if (r_bloomstate.texture_screen)
3371         {
3372                 // copy view into the screen texture
3373                 R_ResetViewRendering2D();
3374                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3375                 R_Mesh_ColorPointer(NULL, 0, 0);
3376                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3377                 GL_ActiveTexture(0);CHECKGLERROR
3378                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3379                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3380         }
3381
3382         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3383         {
3384                 unsigned int permutation =
3385                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3386                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3387                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3388                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3389
3390                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3391                 {
3392                         // render simple bloom effect
3393                         // copy the screen and shrink it and darken it for the bloom process
3394                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3395                         // make the bloom texture
3396                         R_Bloom_MakeTexture();
3397                 }
3398
3399                 R_ResetViewRendering2D();
3400                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3401                 R_Mesh_ColorPointer(NULL, 0, 0);
3402                 GL_Color(1, 1, 1, 1);
3403                 GL_BlendFunc(GL_ONE, GL_ZERO);
3404                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3405                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3406                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3407                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3408                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3409                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3410                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3411                 if (r_glsl_permutation->loc_TintColor >= 0)
3412                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3413                 if (r_glsl_permutation->loc_ClientTime >= 0)
3414                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3415                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3416                 {
3417                         float a=0, b=0, c=0, d=0;
3418                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3419                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3420                 }
3421                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3422                 {
3423                         float a=0, b=0, c=0, d=0;
3424                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3425                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3426                 }
3427                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3428                 {
3429                         float a=0, b=0, c=0, d=0;
3430                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3431                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3432                 }
3433                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3434                 {
3435                         float a=0, b=0, c=0, d=0;
3436                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3437                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3438                 }
3439                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3440                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3441                 return;
3442         }
3443
3444
3445
3446         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3447         {
3448                 // render high dynamic range bloom effect
3449                 // the bloom texture was made earlier this render, so we just need to
3450                 // blend it onto the screen...
3451                 R_ResetViewRendering2D();
3452                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3453                 R_Mesh_ColorPointer(NULL, 0, 0);
3454                 R_SetupGenericShader(true);
3455                 GL_Color(1, 1, 1, 1);
3456                 GL_BlendFunc(GL_ONE, GL_ONE);
3457                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3458                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3459                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3460                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3461         }
3462         else if (r_bloomstate.texture_bloom)
3463         {
3464                 // render simple bloom effect
3465                 // copy the screen and shrink it and darken it for the bloom process
3466                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3467                 // make the bloom texture
3468                 R_Bloom_MakeTexture();
3469                 // put the original screen image back in place and blend the bloom
3470                 // texture on it
3471                 R_ResetViewRendering2D();
3472                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3473                 R_Mesh_ColorPointer(NULL, 0, 0);
3474                 GL_Color(1, 1, 1, 1);
3475                 GL_BlendFunc(GL_ONE, GL_ZERO);
3476                 // do both in one pass if possible
3477                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3478                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3479                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3480                 {
3481                         R_SetupGenericTwoTextureShader(GL_ADD);
3482                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3483                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3484                 }
3485                 else
3486                 {
3487                         R_SetupGenericShader(true);
3488                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3489                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3490                         // now blend on the bloom texture
3491                         GL_BlendFunc(GL_ONE, GL_ONE);
3492                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3493                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3494                 }
3495                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3496                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3497         }
3498         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3499         {
3500                 // apply a color tint to the whole view
3501                 R_ResetViewRendering2D();
3502                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3503                 R_Mesh_ColorPointer(NULL, 0, 0);
3504                 R_SetupGenericShader(false);
3505                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3506                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3507                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3508         }
3509 }
3510
3511 void R_RenderScene(qboolean addwaterplanes);
3512
3513 matrix4x4_t r_waterscrollmatrix;
3514
3515 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3516 {
3517         if (r_refdef.fog_density)
3518         {
3519                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3520                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3521                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3522
3523                 {
3524                         vec3_t fogvec;
3525                         VectorCopy(r_refdef.fogcolor, fogvec);
3526                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3527                         {
3528                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3529                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3530                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3531                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3532                         }
3533                         //   color.rgb *= ContrastBoost * SceneBrightness;
3534                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3535                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3536                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3537                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3538                 }
3539         }
3540 }
3541
3542 void R_UpdateVariables(void)
3543 {
3544         R_Textures_Frame();
3545
3546         r_refdef.farclip = 4096;
3547         if (r_refdef.scene.worldmodel)
3548                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3549         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3550
3551         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3552                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3553         r_refdef.polygonfactor = 0;
3554         r_refdef.polygonoffset = 0;
3555         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3556         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3557
3558         r_refdef.rtworld = r_shadow_realtime_world.integer;
3559         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3560         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3561         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3562         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3563         if (r_showsurfaces.integer)
3564         {
3565                 r_refdef.rtworld = false;
3566                 r_refdef.rtworldshadows = false;
3567                 r_refdef.rtdlight = false;
3568                 r_refdef.rtdlightshadows = false;
3569                 r_refdef.lightmapintensity = 0;
3570         }
3571
3572         if (gamemode == GAME_NEHAHRA)
3573         {
3574                 if (gl_fogenable.integer)
3575                 {
3576                         r_refdef.oldgl_fogenable = true;
3577                         r_refdef.fog_density = gl_fogdensity.value;
3578                         r_refdef.fog_red = gl_fogred.value;
3579                         r_refdef.fog_green = gl_foggreen.value;
3580                         r_refdef.fog_blue = gl_fogblue.value;
3581                         r_refdef.fog_alpha = 1;
3582                         r_refdef.fog_start = 0;
3583                         r_refdef.fog_end = gl_skyclip.value;
3584                 }
3585                 else if (r_refdef.oldgl_fogenable)
3586                 {
3587                         r_refdef.oldgl_fogenable = false;
3588                         r_refdef.fog_density = 0;
3589                         r_refdef.fog_red = 0;
3590                         r_refdef.fog_green = 0;
3591                         r_refdef.fog_blue = 0;
3592                         r_refdef.fog_alpha = 0;
3593                         r_refdef.fog_start = 0;
3594                         r_refdef.fog_end = 0;
3595                 }
3596         }
3597
3598         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3599         r_refdef.fog_start = max(0, r_refdef.fog_start);
3600         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3601
3602         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3603
3604         if (r_refdef.fog_density)
3605         {
3606                 r_refdef.fogenabled = true;
3607                 // this is the point where the fog reaches 0.9986 alpha, which we
3608                 // consider a good enough cutoff point for the texture
3609                 // (0.9986 * 256 == 255.6)
3610                 if (r_fog_exp2.integer)
3611                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3612                 else
3613                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3614                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3615                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3616                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3617                 // fog color was already set
3618                 // update the fog texture
3619                 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)
3620                         R_BuildFogTexture();
3621         }
3622         else
3623                 r_refdef.fogenabled = false;
3624
3625         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3626         {
3627                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3628                 {
3629                         // build GLSL gamma texture
3630 #define RAMPWIDTH 256
3631                         unsigned short ramp[RAMPWIDTH * 3];
3632                         unsigned char ramprgb[RAMPWIDTH][4];
3633                         int i;
3634
3635                         r_texture_gammaramps_serial = vid_gammatables_serial;
3636
3637                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3638                         for(i = 0; i < RAMPWIDTH; ++i)
3639                         {
3640                                 ramprgb[i][0] = ramp[i] >> 8;
3641                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3642                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3643                                 ramprgb[i][3] = 0;
3644                         }
3645                         if (r_texture_gammaramps)
3646                         {
3647                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3648                         }
3649                         else
3650                         {
3651                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3652                         }
3653                 }
3654         }
3655         else
3656         {
3657                 // remove GLSL gamma texture
3658         }
3659 }
3660
3661 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3662 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3663 /*
3664 ================
3665 R_SelectScene
3666 ================
3667 */
3668 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3669         if( scenetype != r_currentscenetype ) {
3670                 // store the old scenetype
3671                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3672                 r_currentscenetype = scenetype;
3673                 // move in the new scene
3674                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3675         }
3676 }
3677
3678 /*
3679 ================
3680 R_GetScenePointer
3681 ================
3682 */
3683 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3684 {
3685         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3686         if( scenetype == r_currentscenetype ) {
3687                 return &r_refdef.scene;
3688         } else {
3689                 return &r_scenes_store[ scenetype ];
3690         }
3691 }
3692
3693 /*
3694 ================
3695 R_RenderView
3696 ================
3697 */
3698 void R_RenderView(void)
3699 {
3700         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3701                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3702
3703         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3704
3705         // break apart the view matrix into vectors for various purposes
3706         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3707         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3708         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3709         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3710         // make an inverted copy of the view matrix for tracking sprites
3711         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3712
3713         R_Shadow_UpdateWorldLightSelection();
3714
3715         R_Bloom_StartFrame();
3716         R_Water_StartFrame();
3717
3718         CHECKGLERROR
3719         if (r_timereport_active)
3720                 R_TimeReport("viewsetup");
3721
3722         R_ResetViewRendering3D();
3723
3724         if (r_refdef.view.clear || r_refdef.fogenabled)
3725         {
3726                 R_ClearScreen(r_refdef.fogenabled);
3727                 if (r_timereport_active)
3728                         R_TimeReport("viewclear");
3729         }
3730         r_refdef.view.clear = true;
3731
3732         r_refdef.view.showdebug = true;
3733
3734         // this produces a bloom texture to be used in R_BlendView() later
3735         if (r_hdr.integer)
3736                 R_HDR_RenderBloomTexture();
3737
3738         r_waterstate.numwaterplanes = 0;
3739         R_RenderScene(r_waterstate.enabled);
3740
3741         R_BlendView();
3742         if (r_timereport_active)
3743                 R_TimeReport("blendview");
3744
3745         GL_Scissor(0, 0, vid.width, vid.height);
3746         GL_ScissorTest(false);
3747         CHECKGLERROR
3748 }
3749
3750 extern void R_DrawLightningBeams (void);
3751 extern void VM_CL_AddPolygonsToMeshQueue (void);
3752 extern void R_DrawPortals (void);
3753 extern cvar_t cl_locs_show;
3754 static void R_DrawLocs(void);
3755 static void R_DrawEntityBBoxes(void);
3756 void R_RenderScene(qboolean addwaterplanes)
3757 {
3758         r_refdef.stats.renders++;
3759
3760         R_UpdateFogColor();
3761
3762         if (addwaterplanes)
3763         {
3764                 R_ResetViewRendering3D();
3765
3766                 R_View_Update();
3767                 if (r_timereport_active)
3768                         R_TimeReport("watervis");
3769
3770                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3771                 {
3772                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3773                         if (r_timereport_active)
3774                                 R_TimeReport("waterworld");
3775                 }
3776
3777                 // don't let sound skip if going slow
3778                 if (r_refdef.scene.extraupdate)
3779                         S_ExtraUpdate ();
3780
3781                 R_DrawModelsAddWaterPlanes();
3782                 if (r_timereport_active)
3783                         R_TimeReport("watermodels");
3784
3785                 R_Water_ProcessPlanes();
3786                 if (r_timereport_active)
3787                         R_TimeReport("waterscenes");
3788         }
3789
3790         R_ResetViewRendering3D();
3791
3792         // don't let sound skip if going slow
3793         if (r_refdef.scene.extraupdate)
3794                 S_ExtraUpdate ();
3795
3796         R_MeshQueue_BeginScene();
3797
3798         R_SkyStartFrame();
3799
3800         R_View_Update();
3801         if (r_timereport_active)
3802                 R_TimeReport("visibility");
3803
3804         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);
3805
3806         if (cl.csqc_vidvars.drawworld)
3807         {
3808                 // don't let sound skip if going slow
3809                 if (r_refdef.scene.extraupdate)
3810                         S_ExtraUpdate ();
3811
3812                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3813                 {
3814                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3815                         if (r_timereport_active)
3816                                 R_TimeReport("worldsky");
3817                 }
3818
3819                 if (R_DrawBrushModelsSky() && r_timereport_active)
3820                         R_TimeReport("bmodelsky");
3821         }
3822
3823         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3824         {
3825                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3826                 if (r_timereport_active)
3827                         R_TimeReport("worlddepth");
3828         }
3829         if (r_depthfirst.integer >= 2)
3830         {
3831                 R_DrawModelsDepth();
3832                 if (r_timereport_active)
3833                         R_TimeReport("modeldepth");
3834         }
3835
3836         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3837         {
3838                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3839                 if (r_timereport_active)
3840                         R_TimeReport("world");
3841         }
3842
3843         // don't let sound skip if going slow
3844         if (r_refdef.scene.extraupdate)
3845                 S_ExtraUpdate ();
3846
3847         R_DrawModels();
3848         if (r_timereport_active)
3849                 R_TimeReport("models");
3850
3851         // don't let sound skip if going slow
3852         if (r_refdef.scene.extraupdate)
3853                 S_ExtraUpdate ();
3854
3855         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3856         {
3857                 R_DrawModelShadows();
3858
3859                 R_ResetViewRendering3D();
3860
3861                 // don't let sound skip if going slow
3862                 if (r_refdef.scene.extraupdate)
3863                         S_ExtraUpdate ();
3864         }
3865
3866         R_ShadowVolumeLighting(false);
3867         if (r_timereport_active)
3868                 R_TimeReport("rtlights");
3869
3870         // don't let sound skip if going slow
3871         if (r_refdef.scene.extraupdate)
3872                 S_ExtraUpdate ();
3873
3874         if (cl.csqc_vidvars.drawworld)
3875         {
3876                 R_DrawLightningBeams();
3877                 if (r_timereport_active)
3878                         R_TimeReport("lightning");
3879
3880                 R_DrawDecals();
3881                 if (r_timereport_active)
3882                         R_TimeReport("decals");
3883
3884                 R_DrawParticles();
3885                 if (r_timereport_active)
3886                         R_TimeReport("particles");
3887
3888                 R_DrawExplosions();
3889                 if (r_timereport_active)
3890                         R_TimeReport("explosions");
3891         }
3892
3893         R_SetupGenericShader(true);
3894         VM_CL_AddPolygonsToMeshQueue();
3895
3896         if (r_refdef.view.showdebug)
3897         {
3898                 if (cl_locs_show.integer)
3899                 {
3900                         R_DrawLocs();
3901                         if (r_timereport_active)
3902                                 R_TimeReport("showlocs");
3903                 }
3904
3905                 if (r_drawportals.integer)
3906                 {
3907                         R_DrawPortals();
3908                         if (r_timereport_active)
3909                                 R_TimeReport("portals");
3910                 }
3911
3912                 if (r_showbboxes.value > 0)
3913                 {
3914                         R_DrawEntityBBoxes();
3915                         if (r_timereport_active)
3916                                 R_TimeReport("bboxes");
3917                 }
3918         }
3919
3920         R_SetupGenericShader(true);
3921         R_MeshQueue_RenderTransparent();
3922         if (r_timereport_active)
3923                 R_TimeReport("drawtrans");
3924
3925         R_SetupGenericShader(true);
3926
3927         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))
3928         {
3929                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3930                 if (r_timereport_active)
3931                         R_TimeReport("worlddebug");
3932                 R_DrawModelsDebug();
3933                 if (r_timereport_active)
3934                         R_TimeReport("modeldebug");
3935         }
3936
3937         R_SetupGenericShader(true);
3938
3939         if (cl.csqc_vidvars.drawworld)
3940         {
3941                 R_DrawCoronas();
3942                 if (r_timereport_active)
3943                         R_TimeReport("coronas");
3944         }
3945
3946         // don't let sound skip if going slow
3947         if (r_refdef.scene.extraupdate)
3948                 S_ExtraUpdate ();
3949
3950         R_ResetViewRendering2D();
3951 }
3952
3953 static const int bboxelements[36] =
3954 {
3955         5, 1, 3, 5, 3, 7,
3956         6, 2, 0, 6, 0, 4,
3957         7, 3, 2, 7, 2, 6,
3958         4, 0, 1, 4, 1, 5,
3959         4, 5, 7, 4, 7, 6,
3960         1, 0, 2, 1, 2, 3,
3961 };
3962
3963 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3964 {
3965         int i;
3966         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3967         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3968         GL_DepthMask(false);
3969         GL_DepthRange(0, 1);
3970         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3971         R_Mesh_Matrix(&identitymatrix);
3972         R_Mesh_ResetTextureState();
3973
3974         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3975         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3976         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3977         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3978         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3979         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3980         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3981         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3982         R_FillColors(color4f, 8, cr, cg, cb, ca);
3983         if (r_refdef.fogenabled)
3984         {
3985                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3986                 {
3987                         f1 = FogPoint_World(v);
3988                         f2 = 1 - f1;
3989                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3990                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3991                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3992                 }
3993         }
3994         R_Mesh_VertexPointer(vertex3f, 0, 0);
3995         R_Mesh_ColorPointer(color4f, 0, 0);
3996         R_Mesh_ResetTextureState();
3997         R_SetupGenericShader(false);
3998         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3999 }
4000
4001 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4002 {
4003         int i;
4004         float color[4];
4005         prvm_edict_t *edict;
4006         // this function draws bounding boxes of server entities
4007         if (!sv.active)
4008                 return;
4009         R_SetupGenericShader(false);
4010         SV_VM_Begin();
4011         for (i = 0;i < numsurfaces;i++)
4012         {
4013                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4014                 switch ((int)edict->fields.server->solid)
4015                 {
4016                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4017                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4018                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4019                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4020                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4021                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4022                 }
4023                 color[3] *= r_showbboxes.value;
4024                 color[3] = bound(0, color[3], 1);
4025                 GL_DepthTest(!r_showdisabledepthtest.integer);
4026                 GL_CullFace(r_refdef.view.cullface_front);
4027                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4028         }
4029         SV_VM_End();
4030 }
4031
4032 static void R_DrawEntityBBoxes(void)
4033 {
4034         int i;
4035         prvm_edict_t *edict;
4036         vec3_t center;
4037         // this function draws bounding boxes of server entities
4038         if (!sv.active)
4039                 return;
4040         SV_VM_Begin();
4041         for (i = 0;i < prog->num_edicts;i++)
4042         {
4043                 edict = PRVM_EDICT_NUM(i);
4044                 if (edict->priv.server->free)
4045                         continue;
4046                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4047                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4048         }
4049         SV_VM_End();
4050 }
4051
4052 int nomodelelements[24] =
4053 {
4054         5, 2, 0,
4055         5, 1, 2,
4056         5, 0, 3,
4057         5, 3, 1,
4058         0, 2, 4,
4059         2, 1, 4,
4060         3, 0, 4,
4061         1, 3, 4
4062 };
4063
4064 float nomodelvertex3f[6*3] =
4065 {
4066         -16,   0,   0,
4067          16,   0,   0,
4068           0, -16,   0,
4069           0,  16,   0,
4070           0,   0, -16,
4071           0,   0,  16
4072 };
4073
4074 float nomodelcolor4f[6*4] =
4075 {
4076         0.0f, 0.0f, 0.5f, 1.0f,
4077         0.0f, 0.0f, 0.5f, 1.0f,
4078         0.0f, 0.5f, 0.0f, 1.0f,
4079         0.0f, 0.5f, 0.0f, 1.0f,
4080         0.5f, 0.0f, 0.0f, 1.0f,
4081         0.5f, 0.0f, 0.0f, 1.0f
4082 };
4083
4084 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4085 {
4086         int i;
4087         float f1, f2, *c;
4088         float color4f[6*4];
4089         // this is only called once per entity so numsurfaces is always 1, and
4090         // surfacelist is always {0}, so this code does not handle batches
4091         R_Mesh_Matrix(&ent->matrix);
4092
4093         if (ent->flags & EF_ADDITIVE)
4094         {
4095                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4096                 GL_DepthMask(false);
4097         }
4098         else if (ent->alpha < 1)
4099         {
4100                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4101                 GL_DepthMask(false);
4102         }
4103         else
4104         {
4105                 GL_BlendFunc(GL_ONE, GL_ZERO);
4106                 GL_DepthMask(true);
4107         }
4108         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4109         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4110         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4111         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4112         R_SetupGenericShader(false);
4113         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4114         if (r_refdef.fogenabled)
4115         {
4116                 vec3_t org;
4117                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4118                 R_Mesh_ColorPointer(color4f, 0, 0);
4119                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4120                 f1 = FogPoint_World(org);
4121                 f2 = 1 - f1;
4122                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4123                 {
4124                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4125                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4126                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4127                         c[3] *= ent->alpha;
4128                 }
4129         }
4130         else if (ent->alpha != 1)
4131         {
4132                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4133                 R_Mesh_ColorPointer(color4f, 0, 0);
4134                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4135                         c[3] *= ent->alpha;
4136         }
4137         else
4138                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4139         R_Mesh_ResetTextureState();
4140         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4141 }
4142
4143 void R_DrawNoModel(entity_render_t *ent)
4144 {
4145         vec3_t org;
4146         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4147         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4148                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4149         //else
4150         //      R_DrawNoModelCallback(ent, 0);
4151 }
4152
4153 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4154 {
4155         vec3_t right1, right2, diff, normal;
4156
4157         VectorSubtract (org2, org1, normal);
4158
4159         // calculate 'right' vector for start
4160         VectorSubtract (r_refdef.view.origin, org1, diff);
4161         CrossProduct (normal, diff, right1);
4162         VectorNormalize (right1);
4163
4164         // calculate 'right' vector for end
4165         VectorSubtract (r_refdef.view.origin, org2, diff);
4166         CrossProduct (normal, diff, right2);
4167         VectorNormalize (right2);
4168
4169         vert[ 0] = org1[0] + width * right1[0];
4170         vert[ 1] = org1[1] + width * right1[1];
4171         vert[ 2] = org1[2] + width * right1[2];
4172         vert[ 3] = org1[0] - width * right1[0];
4173         vert[ 4] = org1[1] - width * right1[1];
4174         vert[ 5] = org1[2] - width * right1[2];
4175         vert[ 6] = org2[0] - width * right2[0];
4176         vert[ 7] = org2[1] - width * right2[1];
4177         vert[ 8] = org2[2] - width * right2[2];
4178         vert[ 9] = org2[0] + width * right2[0];
4179         vert[10] = org2[1] + width * right2[1];
4180         vert[11] = org2[2] + width * right2[2];
4181 }
4182
4183 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4184
4185 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4186 {
4187         float fog = 1.0f;
4188         float vertex3f[12];
4189
4190         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4191                 fog = FogPoint_World(origin);
4192
4193         R_Mesh_Matrix(&identitymatrix);
4194         GL_BlendFunc(blendfunc1, blendfunc2);
4195
4196         if(v_flipped_state)
4197         {
4198                 scalex1 = -scalex1;
4199                 scalex2 = -scalex2;
4200                 GL_CullFace(r_refdef.view.cullface_front);
4201         }
4202         else
4203                 GL_CullFace(r_refdef.view.cullface_back);
4204         GL_CullFace(GL_NONE);
4205
4206         GL_DepthMask(false);
4207         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4208         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4209         GL_DepthTest(!depthdisable);
4210
4211         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4212         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4213         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4214         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4215         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4216         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4217         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4218         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4219         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4220         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4221         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4222         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4223
4224         R_Mesh_VertexPointer(vertex3f, 0, 0);
4225         R_Mesh_ColorPointer(NULL, 0, 0);
4226         R_Mesh_ResetTextureState();
4227         R_SetupGenericShader(true);
4228         R_Mesh_TexBind(0, R_GetTexture(texture));
4229         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4230         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4231         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4232         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4233
4234         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4235         {
4236                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4237                 GL_BlendFunc(blendfunc1, GL_ONE);
4238                 fog = 1 - fog;
4239                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4240                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4241         }
4242 }
4243
4244 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4245 {
4246         int i;
4247         float *vertex3f;
4248         float v[3];
4249         VectorSet(v, x, y, z);
4250         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4251                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4252                         break;
4253         if (i == mesh->numvertices)
4254         {
4255                 if (mesh->numvertices < mesh->maxvertices)
4256                 {
4257                         VectorCopy(v, vertex3f);
4258                         mesh->numvertices++;
4259                 }
4260                 return mesh->numvertices;
4261         }
4262         else
4263                 return i;
4264 }
4265
4266 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4267 {
4268         int i;
4269         int *e, element[3];
4270         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4271         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4272         e = mesh->element3i + mesh->numtriangles * 3;
4273         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4274         {
4275                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4276                 if (mesh->numtriangles < mesh->maxtriangles)
4277                 {
4278                         *e++ = element[0];
4279                         *e++ = element[1];
4280                         *e++ = element[2];
4281                         mesh->numtriangles++;
4282                 }
4283                 element[1] = element[2];
4284         }
4285 }
4286
4287 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4288 {
4289         int i;
4290         int *e, element[3];
4291         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4292         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4293         e = mesh->element3i + mesh->numtriangles * 3;
4294         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4295         {
4296                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4297                 if (mesh->numtriangles < mesh->maxtriangles)
4298                 {
4299                         *e++ = element[0];
4300                         *e++ = element[1];
4301                         *e++ = element[2];
4302                         mesh->numtriangles++;
4303                 }
4304                 element[1] = element[2];
4305         }
4306 }
4307
4308 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4309 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4310 {
4311         int planenum, planenum2;
4312         int w;
4313         int tempnumpoints;
4314         mplane_t *plane, *plane2;
4315         double maxdist;
4316         double temppoints[2][256*3];
4317         // figure out how large a bounding box we need to properly compute this brush
4318         maxdist = 0;
4319         for (w = 0;w < numplanes;w++)
4320                 maxdist = max(maxdist, planes[w].dist);
4321         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4322         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4323         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4324         {
4325                 w = 0;
4326                 tempnumpoints = 4;
4327                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4328                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4329                 {
4330                         if (planenum2 == planenum)
4331                                 continue;
4332                         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);
4333                         w = !w;
4334                 }
4335                 if (tempnumpoints < 3)
4336                         continue;
4337                 // generate elements forming a triangle fan for this polygon
4338                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4339         }
4340 }
4341
4342 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)
4343 {
4344         texturelayer_t *layer;
4345         layer = t->currentlayers + t->currentnumlayers++;
4346         layer->type = type;
4347         layer->depthmask = depthmask;
4348         layer->blendfunc1 = blendfunc1;
4349         layer->blendfunc2 = blendfunc2;
4350         layer->texture = texture;
4351         layer->texmatrix = *matrix;
4352         layer->color[0] = r * r_refdef.view.colorscale;
4353         layer->color[1] = g * r_refdef.view.colorscale;
4354         layer->color[2] = b * r_refdef.view.colorscale;
4355         layer->color[3] = a;
4356 }
4357
4358 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4359 {
4360         double index, f;
4361         index = parms[2] + r_refdef.scene.time * parms[3];
4362         index -= floor(index);
4363         switch (func)
4364         {
4365         default:
4366         case Q3WAVEFUNC_NONE:
4367         case Q3WAVEFUNC_NOISE:
4368         case Q3WAVEFUNC_COUNT:
4369                 f = 0;
4370                 break;
4371         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4372         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4373         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4374         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4375         case Q3WAVEFUNC_TRIANGLE:
4376                 index *= 4;
4377                 f = index - floor(index);
4378                 if (index < 1)
4379                         f = f;
4380                 else if (index < 2)
4381                         f = 1 - f;
4382                 else if (index < 3)
4383                         f = -f;
4384                 else
4385                         f = -(1 - f);
4386                 break;
4387         }
4388         return (float)(parms[0] + parms[1] * f);
4389 }
4390
4391 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4392 {
4393         int i;
4394         model_t *model = ent->model;
4395         float f;
4396         float tcmat[12];
4397         q3shaderinfo_layer_tcmod_t *tcmod;
4398
4399         // switch to an alternate material if this is a q1bsp animated material
4400         {
4401                 texture_t *texture = t;
4402                 int s = ent->skinnum;
4403                 if ((unsigned int)s >= (unsigned int)model->numskins)
4404                         s = 0;
4405                 if (model->skinscenes)
4406                 {
4407                         if (model->skinscenes[s].framecount > 1)
4408                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4409                         else
4410                                 s = model->skinscenes[s].firstframe;
4411                 }
4412                 if (s > 0)
4413                         t = t + s * model->num_surfaces;
4414                 if (t->animated)
4415                 {
4416                         // use an alternate animation if the entity's frame is not 0,
4417                         // and only if the texture has an alternate animation
4418                         if (ent->frame2 != 0 && t->anim_total[1])
4419                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4420                         else
4421                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4422                 }
4423                 texture->currentframe = t;
4424         }
4425
4426         // update currentskinframe to be a qw skin or animation frame
4427         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4428         {
4429                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4430                 {
4431                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4432                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4433                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4434                 }
4435                 t->currentskinframe = r_qwskincache_skinframe[i];
4436                 if (t->currentskinframe == NULL)
4437                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4438         }
4439         else if (t->numskinframes >= 2)
4440                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4441         if (t->backgroundnumskinframes >= 2)
4442                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4443
4444         t->currentmaterialflags = t->basematerialflags;
4445         t->currentalpha = ent->alpha;
4446         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4447         {
4448                 t->currentalpha *= r_wateralpha.value;
4449                 /*
4450                  * FIXME what is this supposed to do?
4451                 // if rendering refraction/reflection, disable transparency
4452                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4453                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4454                 */
4455         }
4456         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4457                 t->currentalpha *= t->r_water_wateralpha;
4458         if(!r_waterstate.enabled)
4459                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4460         if (!(ent->flags & RENDER_LIGHT))
4461                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4462         else if (rsurface.modeltexcoordlightmap2f == NULL)
4463         {
4464                 // pick a model lighting mode
4465                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4466                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4467                 else
4468                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4469         }
4470         if (ent->effects & EF_ADDITIVE)
4471                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4472         else if (t->currentalpha < 1)
4473                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4474         if (ent->effects & EF_DOUBLESIDED)
4475                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4476         if (ent->effects & EF_NODEPTHTEST)
4477                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4478         if (ent->flags & RENDER_VIEWMODEL)
4479                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4480         if (t->backgroundnumskinframes)
4481                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4482         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4483         {
4484                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4485                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4486         }
4487         else
4488                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4489
4490         // there is no tcmod
4491         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4492                 t->currenttexmatrix = r_waterscrollmatrix;
4493
4494         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4495         {
4496                 matrix4x4_t matrix;
4497                 switch(tcmod->tcmod)
4498                 {
4499                 case Q3TCMOD_COUNT:
4500                 case Q3TCMOD_NONE:
4501                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4502                                 matrix = r_waterscrollmatrix;
4503                         else
4504                                 matrix = identitymatrix;
4505                         break;
4506                 case Q3TCMOD_ENTITYTRANSLATE:
4507                         // this is used in Q3 to allow the gamecode to control texcoord
4508                         // scrolling on the entity, which is not supported in darkplaces yet.
4509                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4510                         break;
4511                 case Q3TCMOD_ROTATE:
4512                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4513                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4514                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4515                         break;
4516                 case Q3TCMOD_SCALE:
4517                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4518                         break;
4519                 case Q3TCMOD_SCROLL:
4520                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4521                         break;
4522                 case Q3TCMOD_STRETCH:
4523                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4524                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4525                         break;
4526                 case Q3TCMOD_TRANSFORM:
4527                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4528                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4529                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4530                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4531                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4532                         break;
4533                 case Q3TCMOD_TURBULENT:
4534                         // this is handled in the RSurf_PrepareVertices function
4535                         matrix = identitymatrix;
4536                         break;
4537                 }
4538                 // either replace or concatenate the transformation
4539                 if (i < 1)
4540                         t->currenttexmatrix = matrix;
4541                 else
4542                 {
4543                         matrix4x4_t temp = t->currenttexmatrix;
4544                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4545                 }
4546         }
4547
4548         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4549         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4550         t->glosstexture = r_texture_black;
4551         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4552         t->backgroundglosstexture = r_texture_black;
4553         t->specularpower = r_shadow_glossexponent.value;
4554         // TODO: store reference values for these in the texture?
4555         t->specularscale = 0;
4556         if (r_shadow_gloss.integer > 0)
4557         {
4558                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4559                 {
4560                         if (r_shadow_glossintensity.value > 0)
4561                         {
4562                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4563                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4564                                 t->specularscale = r_shadow_glossintensity.value;
4565                         }
4566                 }
4567                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4568                 {
4569                         t->glosstexture = r_texture_white;
4570                         t->backgroundglosstexture = r_texture_white;
4571                         t->specularscale = r_shadow_gloss2intensity.value;
4572                 }
4573         }
4574
4575         // lightmaps mode looks bad with dlights using actual texturing, so turn
4576         // off the colormap and glossmap, but leave the normalmap on as it still
4577         // accurately represents the shading involved
4578         if (gl_lightmaps.integer)
4579         {
4580                 t->basetexture = r_texture_grey128;
4581                 t->backgroundbasetexture = NULL;
4582                 t->specularscale = 0;
4583                 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4584                 t->currentmaterialflags |= MATERIALFLAG_WALL;
4585         }
4586
4587         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4588         VectorClear(t->dlightcolor);
4589         t->currentnumlayers = 0;
4590         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4591         {
4592                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4593                 {
4594                         int blendfunc1, blendfunc2, depthmask;
4595                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4596                         {
4597                                 blendfunc1 = GL_SRC_ALPHA;
4598                                 blendfunc2 = GL_ONE;
4599                         }
4600                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4601                         {
4602                                 blendfunc1 = GL_SRC_ALPHA;
4603                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4604                         }
4605                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4606                         {
4607                                 blendfunc1 = t->customblendfunc[0];
4608                                 blendfunc2 = t->customblendfunc[1];
4609                         }
4610                         else
4611                         {
4612                                 blendfunc1 = GL_ONE;
4613                                 blendfunc2 = GL_ZERO;
4614                         }
4615                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4616                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4617                         {
4618                                 int layerflags = 0;
4619                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4620                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4621                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4622                                 {
4623                                         // fullbright is not affected by r_refdef.lightmapintensity
4624                                         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]);
4625                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4626                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4627                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4628                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4629                                 }
4630                                 else
4631                                 {
4632                                         vec3_t ambientcolor;
4633                                         float colorscale;
4634                                         // set the color tint used for lights affecting this surface
4635                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4636                                         colorscale = 2;
4637                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4638                                         // would normally be baked into the lightmap must be
4639                                         // applied to the color
4640                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4641                                         if (ent->model->type == mod_brushq3)
4642                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4643                                         colorscale *= r_refdef.lightmapintensity;
4644                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4645                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4646                                         // basic lit geometry
4647                                         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]);
4648                                         // add pants/shirt if needed
4649                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4650                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4651                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4652                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4653                                         // now add ambient passes if needed
4654                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4655                                         {
4656                                                 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]);
4657                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4658                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4659                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4660                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4661                                         }
4662                                 }
4663                                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4664                                         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]);
4665                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4666                                 {
4667                                         // if this is opaque use alpha blend which will darken the earlier
4668                                         // passes cheaply.
4669                                         //
4670                                         // if this is an alpha blended material, all the earlier passes
4671                                         // were darkened by fog already, so we only need to add the fog
4672                                         // color ontop through the fog mask texture
4673                                         //
4674                                         // if this is an additive blended material, all the earlier passes
4675                                         // were darkened by fog already, and we should not add fog color
4676                                         // (because the background was not darkened, there is no fog color
4677                                         // that was lost behind it).
4678                                         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]);
4679                                 }
4680                         }
4681                 }
4682         }
4683 }
4684
4685 void R_UpdateAllTextureInfo(entity_render_t *ent)
4686 {
4687         int i;
4688         if (ent->model)
4689                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4690                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4691 }
4692
4693 rsurfacestate_t rsurface;
4694
4695 void R_Mesh_ResizeArrays(int newvertices)
4696 {
4697         float *base;
4698         if (rsurface.array_size >= newvertices)
4699                 return;
4700         if (rsurface.array_modelvertex3f)
4701                 Mem_Free(rsurface.array_modelvertex3f);
4702         rsurface.array_size = (newvertices + 1023) & ~1023;
4703         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4704         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4705         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4706         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4707         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4708         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4709         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4710         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4711         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4712         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4713         rsurface.array_color4f           = base + rsurface.array_size * 27;
4714         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4715 }
4716
4717 void RSurf_ActiveWorldEntity(void)
4718 {
4719         model_t *model = r_refdef.scene.worldmodel;
4720         if (rsurface.array_size < model->surfmesh.num_vertices)
4721                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4722         rsurface.matrix = identitymatrix;
4723         rsurface.inversematrix = identitymatrix;
4724         R_Mesh_Matrix(&identitymatrix);
4725         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4726         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4727         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4728         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4729         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4730         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4731         rsurface.frameblend[0].frame = 0;
4732         rsurface.frameblend[0].lerp = 1;
4733         rsurface.frameblend[1].frame = 0;
4734         rsurface.frameblend[1].lerp = 0;
4735         rsurface.frameblend[2].frame = 0;
4736         rsurface.frameblend[2].lerp = 0;
4737         rsurface.frameblend[3].frame = 0;
4738         rsurface.frameblend[3].lerp = 0;
4739         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4740         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4741         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4742         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4743         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4744         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4745         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4746         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4747         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4748         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4749         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4750         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4751         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4752         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4753         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4754         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4755         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4756         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4757         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4758         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4759         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4760         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4761         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4762         rsurface.modelelement3i = model->surfmesh.data_element3i;
4763         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4764         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4765         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4766         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4767         rsurface.modelsurfaces = model->data_surfaces;
4768         rsurface.generatedvertex = false;
4769         rsurface.vertex3f  = rsurface.modelvertex3f;
4770         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4771         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4772         rsurface.svector3f = rsurface.modelsvector3f;
4773         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4774         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4775         rsurface.tvector3f = rsurface.modeltvector3f;
4776         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4777         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4778         rsurface.normal3f  = rsurface.modelnormal3f;
4779         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4780         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4781         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4782 }
4783
4784 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4785 {
4786         model_t *model = ent->model;
4787         if (rsurface.array_size < model->surfmesh.num_vertices)
4788                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4789         rsurface.matrix = ent->matrix;
4790         rsurface.inversematrix = ent->inversematrix;
4791         R_Mesh_Matrix(&rsurface.matrix);
4792         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4793         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4794         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4795         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4796         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4797         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4798         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4799         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4800         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4801         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4802         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4803         rsurface.frameblend[0] = ent->frameblend[0];
4804         rsurface.frameblend[1] = ent->frameblend[1];
4805         rsurface.frameblend[2] = ent->frameblend[2];
4806         rsurface.frameblend[3] = ent->frameblend[3];
4807         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4808         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4809         if (ent->model->brush.submodel)
4810         {
4811                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4812                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4813         }
4814         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4815         {
4816                 if (wanttangents)
4817                 {
4818                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4819                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4820                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4821                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4822                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4823                 }
4824                 else if (wantnormals)
4825                 {
4826                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4827                         rsurface.modelsvector3f = NULL;
4828                         rsurface.modeltvector3f = NULL;
4829                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4830                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4831                 }
4832                 else
4833                 {
4834                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4835                         rsurface.modelsvector3f = NULL;
4836                         rsurface.modeltvector3f = NULL;
4837                         rsurface.modelnormal3f = NULL;
4838                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4839                 }
4840                 rsurface.modelvertex3f_bufferobject = 0;
4841                 rsurface.modelvertex3f_bufferoffset = 0;
4842                 rsurface.modelsvector3f_bufferobject = 0;
4843                 rsurface.modelsvector3f_bufferoffset = 0;
4844                 rsurface.modeltvector3f_bufferobject = 0;
4845                 rsurface.modeltvector3f_bufferoffset = 0;
4846                 rsurface.modelnormal3f_bufferobject = 0;
4847                 rsurface.modelnormal3f_bufferoffset = 0;
4848                 rsurface.generatedvertex = true;
4849         }
4850         else
4851         {
4852                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4853                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4854                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4855                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4856                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4857                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4858                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4859                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4860                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4861                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4862                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4863                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4864                 rsurface.generatedvertex = false;
4865         }
4866         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4867         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4868         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4869         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4870         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4871         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4872         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4873         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4874         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4875         rsurface.modelelement3i = model->surfmesh.data_element3i;
4876         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4877         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4878         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4879         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4880         rsurface.modelsurfaces = model->data_surfaces;
4881         rsurface.vertex3f  = rsurface.modelvertex3f;
4882         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4883         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4884         rsurface.svector3f = rsurface.modelsvector3f;
4885         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4886         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4887         rsurface.tvector3f = rsurface.modeltvector3f;
4888         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4889         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4890         rsurface.normal3f  = rsurface.modelnormal3f;
4891         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4892         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4893         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4894 }
4895
4896 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4897 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4898 {
4899         int deformindex;
4900         int texturesurfaceindex;
4901         int i, j;
4902         float amplitude;
4903         float animpos;
4904         float scale;
4905         const float *v1, *in_tc;
4906         float *out_tc;
4907         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4908         float waveparms[4];
4909         q3shaderinfo_deform_t *deform;
4910         // 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
4911         if (rsurface.generatedvertex)
4912         {
4913                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4914                         generatenormals = true;
4915                 for (i = 0;i < Q3MAXDEFORMS;i++)
4916                 {
4917                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4918                         {
4919                                 generatetangents = true;
4920                                 generatenormals = true;
4921                         }
4922                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4923                                 generatenormals = true;
4924                 }
4925                 if (generatenormals && !rsurface.modelnormal3f)
4926                 {
4927                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4928                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4929                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4930                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4931                 }
4932                 if (generatetangents && !rsurface.modelsvector3f)
4933                 {
4934                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4935                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4936                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4937                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4938                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4939                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4940                         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);
4941                 }
4942         }
4943         rsurface.vertex3f  = rsurface.modelvertex3f;
4944         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4945         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4946         rsurface.svector3f = rsurface.modelsvector3f;
4947         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4948         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4949         rsurface.tvector3f = rsurface.modeltvector3f;
4950         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4951         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4952         rsurface.normal3f  = rsurface.modelnormal3f;
4953         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4954         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4955         // if vertices are deformed (sprite flares and things in maps, possibly
4956         // water waves, bulges and other deformations), generate them into
4957         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4958         // (may be static model data or generated data for an animated model, or
4959         //  the previous deform pass)
4960         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4961         {
4962                 switch (deform->deform)
4963                 {
4964                 default:
4965                 case Q3DEFORM_PROJECTIONSHADOW:
4966                 case Q3DEFORM_TEXT0:
4967                 case Q3DEFORM_TEXT1:
4968                 case Q3DEFORM_TEXT2:
4969                 case Q3DEFORM_TEXT3:
4970                 case Q3DEFORM_TEXT4:
4971                 case Q3DEFORM_TEXT5:
4972                 case Q3DEFORM_TEXT6:
4973                 case Q3DEFORM_TEXT7:
4974                 case Q3DEFORM_NONE:
4975                         break;
4976                 case Q3DEFORM_AUTOSPRITE:
4977                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4978                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4979                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4980                         VectorNormalize(newforward);
4981                         VectorNormalize(newright);
4982                         VectorNormalize(newup);
4983                         // make deformed versions of only the model vertices used by the specified surfaces
4984                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4985                         {
4986                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4987                                 // a single autosprite surface can contain multiple sprites...
4988                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4989                                 {
4990                                         VectorClear(center);
4991                                         for (i = 0;i < 4;i++)
4992                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4993                                         VectorScale(center, 0.25f, center);
4994                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4995                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4996                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4997                                         for (i = 0;i < 4;i++)
4998                                         {
4999                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5000                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5001                                         }
5002                                 }
5003                                 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);
5004                                 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);
5005                         }
5006                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5007                         rsurface.vertex3f_bufferobject = 0;
5008                         rsurface.vertex3f_bufferoffset = 0;
5009                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5010                         rsurface.svector3f_bufferobject = 0;
5011                         rsurface.svector3f_bufferoffset = 0;
5012                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5013                         rsurface.tvector3f_bufferobject = 0;
5014                         rsurface.tvector3f_bufferoffset = 0;
5015                         rsurface.normal3f = rsurface.array_deformednormal3f;
5016                         rsurface.normal3f_bufferobject = 0;
5017                         rsurface.normal3f_bufferoffset = 0;
5018                         break;
5019                 case Q3DEFORM_AUTOSPRITE2:
5020                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5021                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5022                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5023                         VectorNormalize(newforward);
5024                         VectorNormalize(newright);
5025                         VectorNormalize(newup);
5026                         // make deformed versions of only the model vertices used by the specified surfaces
5027                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5028                         {
5029                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5030                                 const float *v1, *v2;
5031                                 vec3_t start, end;
5032                                 float f, l;
5033                                 struct
5034                                 {
5035                                         float length2;
5036                                         const float *v1;
5037                                         const float *v2;
5038                                 }
5039                                 shortest[2];
5040                                 memset(shortest, 0, sizeof(shortest));
5041                                 // a single autosprite surface can contain multiple sprites...
5042                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5043                                 {
5044                                         VectorClear(center);
5045                                         for (i = 0;i < 4;i++)
5046                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5047                                         VectorScale(center, 0.25f, center);
5048                                         // find the two shortest edges, then use them to define the
5049                                         // axis vectors for rotating around the central axis
5050                                         for (i = 0;i < 6;i++)
5051                                         {
5052                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5053                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5054 #if 0
5055                                                 Debug_PolygonBegin(NULL, 0);
5056                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5057                                                 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);
5058                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5059                                                 Debug_PolygonEnd();
5060 #endif
5061                                                 l = VectorDistance2(v1, v2);
5062                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5063                                                 if (v1[2] != v2[2])
5064                                                         l += (1.0f / 1024.0f);
5065                                                 if (shortest[0].length2 > l || i == 0)
5066                                                 {
5067                                                         shortest[1] = shortest[0];
5068                                                         shortest[0].length2 = l;
5069                                                         shortest[0].v1 = v1;
5070                                                         shortest[0].v2 = v2;
5071                                                 }
5072                                                 else if (shortest[1].length2 > l || i == 1)
5073                                                 {
5074                                                         shortest[1].length2 = l;
5075                                                         shortest[1].v1 = v1;
5076                                                         shortest[1].v2 = v2;
5077                                                 }
5078                                         }
5079                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5080                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5081 #if 0
5082                                         Debug_PolygonBegin(NULL, 0);
5083                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5084                                         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);
5085                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5086                                         Debug_PolygonEnd();
5087 #endif
5088                                         // this calculates the right vector from the shortest edge
5089                                         // and the up vector from the edge midpoints
5090                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5091                                         VectorNormalize(right);
5092                                         VectorSubtract(end, start, up);
5093                                         VectorNormalize(up);
5094                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5095                                         //VectorSubtract(rsurface.modelorg, center, forward);
5096                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5097                                         VectorNegate(forward, forward);
5098                                         VectorReflect(forward, 0, up, forward);
5099                                         VectorNormalize(forward);
5100                                         CrossProduct(up, forward, newright);
5101                                         VectorNormalize(newright);
5102 #if 0
5103                                         Debug_PolygonBegin(NULL, 0);
5104                                         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);
5105                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5106                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5107                                         Debug_PolygonEnd();
5108 #endif
5109 #if 0
5110                                         Debug_PolygonBegin(NULL, 0);
5111                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5112                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5113                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5114                                         Debug_PolygonEnd();
5115 #endif
5116                                         // rotate the quad around the up axis vector, this is made
5117                                         // especially easy by the fact we know the quad is flat,
5118                                         // so we only have to subtract the center position and
5119                                         // measure distance along the right vector, and then
5120                                         // multiply that by the newright vector and add back the
5121                                         // center position
5122                                         // we also need to subtract the old position to undo the
5123                                         // displacement from the center, which we do with a
5124                                         // DotProduct, the subtraction/addition of center is also
5125                                         // optimized into DotProducts here
5126                                         l = DotProduct(right, center);
5127                                         for (i = 0;i < 4;i++)
5128                                         {
5129                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5130                                                 f = DotProduct(right, v1) - l;
5131                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5132                                         }
5133                                 }
5134                                 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);
5135                                 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);
5136                         }
5137                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5138                         rsurface.vertex3f_bufferobject = 0;
5139                         rsurface.vertex3f_bufferoffset = 0;
5140                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5141                         rsurface.svector3f_bufferobject = 0;
5142                         rsurface.svector3f_bufferoffset = 0;
5143                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5144                         rsurface.tvector3f_bufferobject = 0;
5145                         rsurface.tvector3f_bufferoffset = 0;
5146                         rsurface.normal3f = rsurface.array_deformednormal3f;
5147                         rsurface.normal3f_bufferobject = 0;
5148                         rsurface.normal3f_bufferoffset = 0;
5149                         break;
5150                 case Q3DEFORM_NORMAL:
5151                         // deform the normals to make reflections wavey
5152                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5153                         {
5154                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5155                                 for (j = 0;j < surface->num_vertices;j++)
5156                                 {
5157                                         float vertex[3];
5158                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5159                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5160                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5161                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5162                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5163                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5164                                         VectorNormalize(normal);
5165                                 }
5166                                 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);
5167                         }
5168                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5169                         rsurface.svector3f_bufferobject = 0;
5170                         rsurface.svector3f_bufferoffset = 0;
5171                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5172                         rsurface.tvector3f_bufferobject = 0;
5173                         rsurface.tvector3f_bufferoffset = 0;
5174                         rsurface.normal3f = rsurface.array_deformednormal3f;
5175                         rsurface.normal3f_bufferobject = 0;
5176                         rsurface.normal3f_bufferoffset = 0;
5177                         break;
5178                 case Q3DEFORM_WAVE:
5179                         // deform vertex array to make wavey water and flags and such
5180                         waveparms[0] = deform->waveparms[0];
5181                         waveparms[1] = deform->waveparms[1];
5182                         waveparms[2] = deform->waveparms[2];
5183                         waveparms[3] = deform->waveparms[3];
5184                         // this is how a divisor of vertex influence on deformation
5185                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5186                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5187                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5188                         {
5189                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5190                                 for (j = 0;j < surface->num_vertices;j++)
5191                                 {
5192                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5193                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5194                                         // if the wavefunc depends on time, evaluate it per-vertex
5195                                         if (waveparms[3])
5196                                         {
5197                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5198                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5199                                         }
5200                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5201                                 }
5202                         }
5203                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5204                         rsurface.vertex3f_bufferobject = 0;
5205                         rsurface.vertex3f_bufferoffset = 0;
5206                         break;
5207                 case Q3DEFORM_BULGE:
5208                         // deform vertex array to make the surface have moving bulges
5209                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5210                         {
5211                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5212                                 for (j = 0;j < surface->num_vertices;j++)
5213                                 {
5214                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5215                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5216                                 }
5217                         }
5218                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5219                         rsurface.vertex3f_bufferobject = 0;
5220                         rsurface.vertex3f_bufferoffset = 0;
5221                         break;
5222                 case Q3DEFORM_MOVE:
5223                         // deform vertex array
5224                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5225                         VectorScale(deform->parms, scale, waveparms);
5226                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5227                         {
5228                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5229                                 for (j = 0;j < surface->num_vertices;j++)
5230                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5231                         }
5232                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5233                         rsurface.vertex3f_bufferobject = 0;
5234                         rsurface.vertex3f_bufferoffset = 0;
5235                         break;
5236                 }
5237         }
5238         // generate texcoords based on the chosen texcoord source
5239         switch(rsurface.texture->tcgen.tcgen)
5240         {
5241         default:
5242         case Q3TCGEN_TEXTURE:
5243                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5244                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5245                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5246                 break;
5247         case Q3TCGEN_LIGHTMAP:
5248                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5249                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5250                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5251                 break;
5252         case Q3TCGEN_VECTOR:
5253                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5254                 {
5255                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5256                         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)
5257                         {
5258                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5259                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5260                         }
5261                 }
5262                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5263                 rsurface.texcoordtexture2f_bufferobject  = 0;
5264                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5265                 break;
5266         case Q3TCGEN_ENVIRONMENT:
5267                 // make environment reflections using a spheremap
5268                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5269                 {
5270                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5271                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5272                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5273                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5274                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5275                         {
5276                                 float l, d, eyedir[3];
5277                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5278                                 l = 0.5f / VectorLength(eyedir);
5279                                 d = DotProduct(normal, eyedir)*2;
5280                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5281                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5282                         }
5283                 }
5284                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5285                 rsurface.texcoordtexture2f_bufferobject  = 0;
5286                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5287                 break;
5288         }
5289         // the only tcmod that needs software vertex processing is turbulent, so
5290         // check for it here and apply the changes if needed
5291         // and we only support that as the first one
5292         // (handling a mixture of turbulent and other tcmods would be problematic
5293         //  without punting it entirely to a software path)
5294         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5295         {
5296                 amplitude = rsurface.texture->tcmods[0].parms[1];
5297                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5298                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5299                 {
5300                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5301                         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)
5302                         {
5303                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5304                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5305                         }
5306                 }
5307                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5308                 rsurface.texcoordtexture2f_bufferobject  = 0;
5309                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5310         }
5311         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5312         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5313         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5314         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5315 }
5316
5317 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5318 {
5319         int i, j;
5320         const msurface_t *surface = texturesurfacelist[0];
5321         const msurface_t *surface2;
5322         int firstvertex;
5323         int endvertex;
5324         int numvertices;
5325         int numtriangles;
5326         // TODO: lock all array ranges before render, rather than on each surface
5327         if (texturenumsurfaces == 1)
5328         {
5329                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5330                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5331         }
5332         else if (r_batchmode.integer == 2)
5333         {
5334                 #define MAXBATCHTRIANGLES 4096
5335                 int batchtriangles = 0;
5336                 int batchelements[MAXBATCHTRIANGLES*3];
5337                 for (i = 0;i < texturenumsurfaces;i = j)
5338                 {
5339                         surface = texturesurfacelist[i];
5340                         j = i + 1;
5341                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5342                         {
5343                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5344                                 continue;
5345                         }
5346                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5347                         batchtriangles = surface->num_triangles;
5348                         firstvertex = surface->num_firstvertex;
5349                         endvertex = surface->num_firstvertex + surface->num_vertices;
5350                         for (;j < texturenumsurfaces;j++)
5351                         {
5352                                 surface2 = texturesurfacelist[j];
5353                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5354                                         break;
5355                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5356                                 batchtriangles += surface2->num_triangles;
5357                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5358                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5359                         }
5360                         surface2 = texturesurfacelist[j-1];
5361                         numvertices = endvertex - firstvertex;
5362                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5363                 }
5364         }
5365         else if (r_batchmode.integer == 1)
5366         {
5367                 for (i = 0;i < texturenumsurfaces;i = j)
5368                 {
5369                         surface = texturesurfacelist[i];
5370                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5371                                 if (texturesurfacelist[j] != surface2)
5372                                         break;
5373                         surface2 = texturesurfacelist[j-1];
5374                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5375                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5376                         GL_LockArrays(surface->num_firstvertex, numvertices);
5377                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5378                 }
5379         }
5380         else
5381         {
5382                 for (i = 0;i < texturenumsurfaces;i++)
5383                 {
5384                         surface = texturesurfacelist[i];
5385                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5386                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5387                 }
5388         }
5389 }
5390
5391 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5392 {
5393         int i, planeindex, vertexindex;
5394         float d, bestd;
5395         vec3_t vert;
5396         const float *v;
5397         r_waterstate_waterplane_t *p, *bestp;
5398         msurface_t *surface;
5399         if (r_waterstate.renderingscene)
5400                 return;
5401         for (i = 0;i < texturenumsurfaces;i++)
5402         {
5403                 surface = texturesurfacelist[i];
5404                 if (lightmaptexunit >= 0)
5405                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5406                 if (deluxemaptexunit >= 0)
5407                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5408                 // pick the closest matching water plane
5409                 bestd = 0;
5410                 bestp = NULL;
5411                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5412                 {
5413                         d = 0;
5414                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5415                         {
5416                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5417                                 d += fabs(PlaneDiff(vert, &p->plane));
5418                         }
5419                         if (bestd > d || !bestp)
5420                         {
5421                                 bestd = d;
5422                                 bestp = p;
5423                         }
5424                 }
5425                 if (bestp)
5426                 {
5427                         if (refractiontexunit >= 0)
5428                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5429                         if (reflectiontexunit >= 0)
5430                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5431                 }
5432                 else
5433                 {
5434                         if (refractiontexunit >= 0)
5435                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5436                         if (reflectiontexunit >= 0)
5437                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5438                 }
5439                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5440                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5441         }
5442 }
5443
5444 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5445 {
5446         int i;
5447         int j;
5448         const msurface_t *surface = texturesurfacelist[0];
5449         const msurface_t *surface2;
5450         int firstvertex;
5451         int endvertex;
5452         int numvertices;
5453         int numtriangles;
5454         // TODO: lock all array ranges before render, rather than on each surface
5455         if (texturenumsurfaces == 1)
5456         {
5457                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5458                 if (deluxemaptexunit >= 0)
5459                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5460                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5461                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5462         }
5463         else if (r_batchmode.integer == 2)
5464         {
5465                 #define MAXBATCHTRIANGLES 4096
5466                 int batchtriangles = 0;
5467                 int batchelements[MAXBATCHTRIANGLES*3];
5468                 for (i = 0;i < texturenumsurfaces;i = j)
5469                 {
5470                         surface = texturesurfacelist[i];
5471                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5472                         if (deluxemaptexunit >= 0)
5473                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5474                         j = i + 1;
5475                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5476                         {
5477                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5478                                 continue;
5479                         }
5480                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5481                         batchtriangles = surface->num_triangles;
5482                         firstvertex = surface->num_firstvertex;
5483                         endvertex = surface->num_firstvertex + surface->num_vertices;
5484                         for (;j < texturenumsurfaces;j++)
5485                         {
5486                                 surface2 = texturesurfacelist[j];
5487                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5488                                         break;
5489                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5490                                 batchtriangles += surface2->num_triangles;
5491                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5492                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5493                         }
5494                         surface2 = texturesurfacelist[j-1];
5495                         numvertices = endvertex - firstvertex;
5496                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5497                 }
5498         }
5499         else if (r_batchmode.integer == 1)
5500         {
5501 #if 0
5502                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5503                 for (i = 0;i < texturenumsurfaces;i = j)
5504                 {
5505                         surface = texturesurfacelist[i];
5506                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5507                                 if (texturesurfacelist[j] != surface2)
5508                                         break;
5509                         Con_Printf(" %i", j - i);
5510                 }
5511                 Con_Printf("\n");
5512                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5513 #endif
5514                 for (i = 0;i < texturenumsurfaces;i = j)
5515                 {
5516                         surface = texturesurfacelist[i];
5517                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5518                         if (deluxemaptexunit >= 0)
5519                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5520                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5521                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5522                                         break;
5523 #if 0
5524                         Con_Printf(" %i", j - i);
5525 #endif
5526                         surface2 = texturesurfacelist[j-1];
5527                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5528                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5529                         GL_LockArrays(surface->num_firstvertex, numvertices);
5530                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5531                 }
5532 #if 0
5533                 Con_Printf("\n");
5534 #endif
5535         }
5536         else
5537         {
5538                 for (i = 0;i < texturenumsurfaces;i++)
5539                 {
5540                         surface = texturesurfacelist[i];
5541                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5542                         if (deluxemaptexunit >= 0)
5543                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5544                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5545                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5546                 }
5547         }
5548 }
5549
5550 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5551 {
5552         int j;
5553         int texturesurfaceindex;
5554         if (r_showsurfaces.integer == 2)
5555         {
5556                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5557                 {
5558                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5559                         for (j = 0;j < surface->num_triangles;j++)
5560                         {
5561                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5562                                 GL_Color(f, f, f, 1);
5563                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5564                         }
5565                 }
5566         }
5567         else
5568         {
5569                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5570                 {
5571                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5572                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5573                         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);
5574                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5575                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5576                 }
5577         }
5578 }
5579
5580 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5581 {
5582         int texturesurfaceindex;
5583         int i;
5584         float f;
5585         float *v, *c, *c2;
5586         if (rsurface.lightmapcolor4f)
5587         {
5588                 // generate color arrays for the surfaces in this list
5589                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5590                 {
5591                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5592                         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)
5593                         {
5594                                 f = FogPoint_Model(v);
5595                                 c2[0] = c[0] * f;
5596                                 c2[1] = c[1] * f;
5597                                 c2[2] = c[2] * f;
5598                                 c2[3] = c[3];
5599                         }
5600                 }
5601         }
5602         else
5603         {
5604                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5605                 {
5606                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5607                         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)
5608                         {
5609                                 f = FogPoint_Model(v);
5610                                 c2[0] = f;
5611                                 c2[1] = f;
5612                                 c2[2] = f;
5613                                 c2[3] = 1;
5614                         }
5615                 }
5616         }
5617         rsurface.lightmapcolor4f = rsurface.array_color4f;
5618         rsurface.lightmapcolor4f_bufferobject = 0;
5619         rsurface.lightmapcolor4f_bufferoffset = 0;
5620 }
5621
5622 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5623 {
5624         int texturesurfaceindex;
5625         int i;
5626         float *c, *c2;
5627         if (!rsurface.lightmapcolor4f)
5628                 return;
5629         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5630         {
5631                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5632                 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)
5633                 {
5634                         c2[0] = c[0] * r;
5635                         c2[1] = c[1] * g;
5636                         c2[2] = c[2] * b;
5637                         c2[3] = c[3] * a;
5638                 }
5639         }
5640         rsurface.lightmapcolor4f = rsurface.array_color4f;
5641         rsurface.lightmapcolor4f_bufferobject = 0;
5642         rsurface.lightmapcolor4f_bufferoffset = 0;
5643 }
5644
5645 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5646 {
5647         // TODO: optimize
5648         rsurface.lightmapcolor4f = NULL;
5649         rsurface.lightmapcolor4f_bufferobject = 0;
5650         rsurface.lightmapcolor4f_bufferoffset = 0;
5651         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5652         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5653         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5654         GL_Color(r, g, b, a);
5655         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5656 }
5657
5658 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5659 {
5660         // TODO: optimize applyfog && applycolor case
5661         // just apply fog if necessary, and tint the fog color array if necessary
5662         rsurface.lightmapcolor4f = NULL;
5663         rsurface.lightmapcolor4f_bufferobject = 0;
5664         rsurface.lightmapcolor4f_bufferoffset = 0;
5665         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5666         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5667         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5668         GL_Color(r, g, b, a);
5669         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5670 }
5671
5672 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5673 {
5674         int texturesurfaceindex;
5675         int i;
5676         float *c;
5677         // TODO: optimize
5678         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5679         {
5680                 // generate color arrays for the surfaces in this list
5681                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5682                 {
5683                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5684                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5685                         {
5686                                 if (surface->lightmapinfo->samples)
5687                                 {
5688                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5689                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5690                                         VectorScale(lm, scale, c);
5691                                         if (surface->lightmapinfo->styles[1] != 255)
5692                                         {
5693                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5694                                                 lm += size3;
5695                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5696                                                 VectorMA(c, scale, lm, c);
5697                                                 if (surface->lightmapinfo->styles[2] != 255)
5698                                                 {
5699                                                         lm += size3;
5700                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5701                                                         VectorMA(c, scale, lm, c);
5702                                                         if (surface->lightmapinfo->styles[3] != 255)
5703                                                         {
5704                                                                 lm += size3;
5705                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5706                                                                 VectorMA(c, scale, lm, c);
5707                                                         }
5708                                                 }
5709                                         }
5710                                 }
5711                                 else
5712                                         VectorClear(c);
5713                                 c[3] = 1;
5714                         }
5715                 }
5716                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5717                 rsurface.lightmapcolor4f_bufferobject = 0;
5718                 rsurface.lightmapcolor4f_bufferoffset = 0;
5719         }
5720         else
5721         {
5722                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5723                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5724                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5725         }
5726         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5727         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5728         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5729         GL_Color(r, g, b, a);
5730         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5731 }
5732
5733 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5734 {
5735         int texturesurfaceindex;
5736         int i;
5737         float f;
5738         float *v, *c, *c2;
5739         vec3_t ambientcolor;
5740         vec3_t diffusecolor;
5741         vec3_t lightdir;
5742         // TODO: optimize
5743         // model lighting
5744         VectorCopy(rsurface.modellight_lightdir, lightdir);
5745         f = 0.5f * r_refdef.lightmapintensity;
5746         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5747         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5748         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5749         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5750         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5751         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5752         if (VectorLength2(diffusecolor) > 0)
5753         {
5754                 // generate color arrays for the surfaces in this list
5755                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5756                 {
5757                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5758                         int numverts = surface->num_vertices;
5759                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5760                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5761                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5762                         // q3-style directional shading
5763                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5764                         {
5765                                 if ((f = DotProduct(c2, lightdir)) > 0)
5766                                         VectorMA(ambientcolor, f, diffusecolor, c);
5767                                 else
5768                                         VectorCopy(ambientcolor, c);
5769                                 c[3] = a;
5770                         }
5771                 }
5772                 r = 1;
5773                 g = 1;
5774                 b = 1;
5775                 a = 1;
5776                 applycolor = false;
5777                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5778                 rsurface.lightmapcolor4f_bufferobject = 0;
5779                 rsurface.lightmapcolor4f_bufferoffset = 0;
5780         }
5781         else
5782         {
5783                 r = ambientcolor[0];
5784                 g = ambientcolor[1];
5785                 b = ambientcolor[2];
5786                 rsurface.lightmapcolor4f = NULL;
5787                 rsurface.lightmapcolor4f_bufferobject = 0;
5788                 rsurface.lightmapcolor4f_bufferoffset = 0;
5789         }
5790         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5791         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5792         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5793         GL_Color(r, g, b, a);
5794         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5795 }
5796
5797 void RSurf_SetupDepthAndCulling(void)
5798 {
5799         // submodels are biased to avoid z-fighting with world surfaces that they
5800         // may be exactly overlapping (avoids z-fighting artifacts on certain
5801         // doors and things in Quake maps)
5802         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5803         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5804         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5805         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5806 }
5807
5808 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5809 {
5810         // transparent sky would be ridiculous
5811         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5812                 return;
5813         R_SetupGenericShader(false);
5814         if (skyrendernow)
5815         {
5816                 skyrendernow = false;
5817                 // we have to force off the water clipping plane while rendering sky
5818                 R_SetupView(false);
5819                 R_Sky();
5820                 R_SetupView(true);
5821                 // restore entity matrix
5822                 R_Mesh_Matrix(&rsurface.matrix);
5823         }
5824         RSurf_SetupDepthAndCulling();
5825         GL_DepthMask(true);
5826         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5827         // skymasking on them, and Quake3 never did sky masking (unlike
5828         // software Quake and software Quake2), so disable the sky masking
5829         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5830         // and skymasking also looks very bad when noclipping outside the
5831         // level, so don't use it then either.
5832         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5833         {
5834                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5835                 R_Mesh_ColorPointer(NULL, 0, 0);
5836                 R_Mesh_ResetTextureState();
5837                 if (skyrendermasked)
5838                 {
5839                         R_SetupDepthOrShadowShader();
5840                         // depth-only (masking)
5841                         GL_ColorMask(0,0,0,0);
5842                         // just to make sure that braindead drivers don't draw
5843                         // anything despite that colormask...
5844                         GL_BlendFunc(GL_ZERO, GL_ONE);
5845                 }
5846                 else
5847                 {
5848                         R_SetupGenericShader(false);
5849                         // fog sky
5850                         GL_BlendFunc(GL_ONE, GL_ZERO);
5851                 }
5852                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5853                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5854                 if (skyrendermasked)
5855                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5856         }
5857         R_Mesh_ResetTextureState();
5858         GL_Color(1, 1, 1, 1);
5859 }
5860
5861 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5862 {
5863         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5864                 return;
5865
5866         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5867         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5868         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5869         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5870         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5871         if (rsurface.texture->backgroundcurrentskinframe)
5872         {
5873                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5874                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5875                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5876                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5877         }
5878         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5879         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5880         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5881         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5882                 R_Mesh_ColorPointer(NULL, 0, 0);
5883         else
5884                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5885
5886         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5887         {
5888                 // render background
5889                 GL_BlendFunc(GL_ONE, GL_ZERO);
5890                 GL_DepthMask(true);
5891                 GL_AlphaTest(false);
5892
5893                 GL_Color(1, 1, 1, 1);
5894                 R_Mesh_ColorPointer(NULL, 0, 0);
5895
5896                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5897                 if (r_glsl_permutation)
5898                 {
5899                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5900                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5901                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5902                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5903                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5904                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5905                         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);
5906                 }
5907                 GL_LockArrays(0, 0);
5908
5909                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5910                 GL_DepthMask(false);
5911                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5912                         R_Mesh_ColorPointer(NULL, 0, 0);
5913                 else
5914                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5915                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5916                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5917         }
5918
5919         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5920         if (!r_glsl_permutation)
5921                 return;
5922
5923         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5924         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5925         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5926         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5927         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5928         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5929
5930         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5931         {
5932                 GL_BlendFunc(GL_ONE, GL_ZERO);
5933                 GL_DepthMask(true);
5934                 GL_AlphaTest(false);
5935         }
5936         else
5937         {
5938                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5939                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5940                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5941         }
5942
5943         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5944         {
5945                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5946                         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);
5947                 else
5948                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5949         }
5950         else
5951         {
5952                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5953                         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);
5954                 else
5955                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5956         }
5957         GL_LockArrays(0, 0);
5958 }
5959
5960 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5961 {
5962         // OpenGL 1.3 path - anything not completely ancient
5963         int texturesurfaceindex;
5964         qboolean applycolor;
5965         qboolean applyfog;
5966         rmeshstate_t m;
5967         int layerindex;
5968         const texturelayer_t *layer;
5969         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5970
5971         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5972         {
5973                 vec4_t layercolor;
5974                 int layertexrgbscale;
5975                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5976                 {
5977                         if (layerindex == 0)
5978                                 GL_AlphaTest(true);
5979                         else
5980                         {
5981                                 GL_AlphaTest(false);
5982                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5983                         }
5984                 }
5985                 GL_DepthMask(layer->depthmask && writedepth);
5986                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5987                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5988                 {
5989                         layertexrgbscale = 4;
5990                         VectorScale(layer->color, 0.25f, layercolor);
5991                 }
5992                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5993                 {
5994                         layertexrgbscale = 2;
5995                         VectorScale(layer->color, 0.5f, layercolor);
5996                 }
5997                 else
5998                 {
5999                         layertexrgbscale = 1;
6000                         VectorScale(layer->color, 1.0f, layercolor);
6001                 }
6002                 layercolor[3] = layer->color[3];
6003                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6004                 R_Mesh_ColorPointer(NULL, 0, 0);
6005                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6006                 switch (layer->type)
6007                 {
6008                 case TEXTURELAYERTYPE_LITTEXTURE:
6009                         memset(&m, 0, sizeof(m));
6010                         m.tex[0] = R_GetTexture(r_texture_white);
6011                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6012                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6013                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6014                         m.tex[1] = R_GetTexture(layer->texture);
6015                         m.texmatrix[1] = layer->texmatrix;
6016                         m.texrgbscale[1] = layertexrgbscale;
6017                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6018                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6019                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6020                         R_Mesh_TextureState(&m);
6021                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6022                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6023                         else if (rsurface.uselightmaptexture)
6024                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6025                         else
6026                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6027                         break;
6028                 case TEXTURELAYERTYPE_TEXTURE:
6029                         memset(&m, 0, sizeof(m));
6030                         m.tex[0] = R_GetTexture(layer->texture);
6031                         m.texmatrix[0] = layer->texmatrix;
6032                         m.texrgbscale[0] = layertexrgbscale;
6033                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6034                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6035                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6036                         R_Mesh_TextureState(&m);
6037                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6038                         break;
6039                 case TEXTURELAYERTYPE_FOG:
6040                         memset(&m, 0, sizeof(m));
6041                         m.texrgbscale[0] = layertexrgbscale;
6042                         if (layer->texture)
6043                         {
6044                                 m.tex[0] = R_GetTexture(layer->texture);
6045                                 m.texmatrix[0] = layer->texmatrix;
6046                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6047                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6048                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6049                         }
6050                         R_Mesh_TextureState(&m);
6051                         // generate a color array for the fog pass
6052                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6053                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6054                         {
6055                                 int i;
6056                                 float f, *v, *c;
6057                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6058                                 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)
6059                                 {
6060                                         f = 1 - FogPoint_Model(v);
6061                                         c[0] = layercolor[0];
6062                                         c[1] = layercolor[1];
6063                                         c[2] = layercolor[2];
6064                                         c[3] = f * layercolor[3];
6065                                 }
6066                         }
6067                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6068                         break;
6069                 default:
6070                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6071                 }
6072                 GL_LockArrays(0, 0);
6073         }
6074         CHECKGLERROR
6075         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6076         {
6077                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6078                 GL_AlphaTest(false);
6079         }
6080 }
6081
6082 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6083 {
6084         // OpenGL 1.1 - crusty old voodoo path
6085         int texturesurfaceindex;
6086         qboolean applyfog;
6087         rmeshstate_t m;
6088         int layerindex;
6089         const texturelayer_t *layer;
6090         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6091
6092         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6093         {
6094                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6095                 {
6096                         if (layerindex == 0)
6097                                 GL_AlphaTest(true);
6098                         else
6099                         {
6100                                 GL_AlphaTest(false);
6101                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6102                         }
6103                 }
6104                 GL_DepthMask(layer->depthmask && writedepth);
6105                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6106                 R_Mesh_ColorPointer(NULL, 0, 0);
6107                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6108                 switch (layer->type)
6109                 {
6110                 case TEXTURELAYERTYPE_LITTEXTURE:
6111                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6112                         {
6113                                 // two-pass lit texture with 2x rgbscale
6114                                 // first the lightmap pass
6115                                 memset(&m, 0, sizeof(m));
6116                                 m.tex[0] = R_GetTexture(r_texture_white);
6117                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6118                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6119                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6120                                 R_Mesh_TextureState(&m);
6121                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6122                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6123                                 else if (rsurface.uselightmaptexture)
6124                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6125                                 else
6126                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6127                                 GL_LockArrays(0, 0);
6128                                 // then apply the texture to it
6129                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6130                                 memset(&m, 0, sizeof(m));
6131                                 m.tex[0] = R_GetTexture(layer->texture);
6132                                 m.texmatrix[0] = layer->texmatrix;
6133                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6134                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6135                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6136                                 R_Mesh_TextureState(&m);
6137                                 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);
6138                         }
6139                         else
6140                         {
6141                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6142                                 memset(&m, 0, sizeof(m));
6143                                 m.tex[0] = R_GetTexture(layer->texture);
6144                                 m.texmatrix[0] = layer->texmatrix;
6145                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6146                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6147                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6148                                 R_Mesh_TextureState(&m);
6149                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6150                                         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);
6151                                 else
6152                                         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);
6153                         }
6154                         break;
6155                 case TEXTURELAYERTYPE_TEXTURE:
6156                         // singletexture unlit texture with transparency support
6157                         memset(&m, 0, sizeof(m));
6158                         m.tex[0] = R_GetTexture(layer->texture);
6159                         m.texmatrix[0] = layer->texmatrix;
6160                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6161                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6162                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6163                         R_Mesh_TextureState(&m);
6164                         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);
6165                         break;
6166                 case TEXTURELAYERTYPE_FOG:
6167                         // singletexture fogging
6168                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6169                         if (layer->texture)
6170                         {
6171                                 memset(&m, 0, sizeof(m));
6172                                 m.tex[0] = R_GetTexture(layer->texture);
6173                                 m.texmatrix[0] = layer->texmatrix;
6174                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6175                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6176                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6177                                 R_Mesh_TextureState(&m);
6178                         }
6179                         else
6180                                 R_Mesh_ResetTextureState();
6181                         // generate a color array for the fog pass
6182                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6183                         {
6184                                 int i;
6185                                 float f, *v, *c;
6186                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6187                                 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)
6188                                 {
6189                                         f = 1 - FogPoint_Model(v);
6190                                         c[0] = layer->color[0];
6191                                         c[1] = layer->color[1];
6192                                         c[2] = layer->color[2];
6193                                         c[3] = f * layer->color[3];
6194                                 }
6195                         }
6196                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6197                         break;
6198                 default:
6199                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6200                 }
6201                 GL_LockArrays(0, 0);
6202         }
6203         CHECKGLERROR
6204         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6205         {
6206                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6207                 GL_AlphaTest(false);
6208         }
6209 }
6210
6211 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6212 {
6213         CHECKGLERROR
6214         RSurf_SetupDepthAndCulling();
6215         if (r_glsl.integer && gl_support_fragment_shader)
6216                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6217         else if (gl_combine.integer && r_textureunits.integer >= 2)
6218                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6219         else
6220                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6221         CHECKGLERROR
6222 }
6223
6224 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6225 {
6226         int i, j;
6227         int texturenumsurfaces, endsurface;
6228         texture_t *texture;
6229         msurface_t *surface;
6230         msurface_t *texturesurfacelist[1024];
6231
6232         // if the model is static it doesn't matter what value we give for
6233         // wantnormals and wanttangents, so this logic uses only rules applicable
6234         // to a model, knowing that they are meaningless otherwise
6235         if (ent == r_refdef.scene.worldentity)
6236                 RSurf_ActiveWorldEntity();
6237         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6238                 RSurf_ActiveModelEntity(ent, false, false);
6239         else
6240                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6241
6242         for (i = 0;i < numsurfaces;i = j)
6243         {
6244                 j = i + 1;
6245                 surface = rsurface.modelsurfaces + surfacelist[i];
6246                 texture = surface->texture;
6247                 R_UpdateTextureInfo(ent, texture);
6248                 rsurface.texture = texture->currentframe;
6249                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6250                 // scan ahead until we find a different texture
6251                 endsurface = min(i + 1024, numsurfaces);
6252                 texturenumsurfaces = 0;
6253                 texturesurfacelist[texturenumsurfaces++] = surface;
6254                 for (;j < endsurface;j++)
6255                 {
6256                         surface = rsurface.modelsurfaces + surfacelist[j];
6257                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6258                                 break;
6259                         texturesurfacelist[texturenumsurfaces++] = surface;
6260                 }
6261                 // render the range of surfaces
6262                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6263         }
6264         GL_AlphaTest(false);
6265 }
6266
6267 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6268 {
6269         CHECKGLERROR
6270         if (depthonly)
6271         {
6272                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6273                         return;
6274                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6275                         return;
6276                 RSurf_SetupDepthAndCulling();
6277                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6278                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6279         }
6280         else if (r_showsurfaces.integer)
6281         {
6282                 RSurf_SetupDepthAndCulling();
6283                 GL_DepthTest(true);
6284                 GL_BlendFunc(GL_ONE, GL_ZERO);
6285                 GL_DepthMask(true);
6286                 GL_AlphaTest(false);
6287                 R_Mesh_ColorPointer(NULL, 0, 0);
6288                 R_Mesh_ResetTextureState();
6289                 R_SetupGenericShader(false);
6290                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6291                 if (!r_refdef.view.showdebug)
6292                 {
6293                         GL_Color(0, 0, 0, 1);
6294                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6295                 }
6296                 else
6297                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6298         }
6299         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6300                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6301         else if (!rsurface.texture->currentnumlayers)
6302                 return;
6303         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6304         {
6305                 // transparent surfaces get pushed off into the transparent queue
6306                 int surfacelistindex;
6307                 const msurface_t *surface;
6308                 vec3_t tempcenter, center;
6309                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6310                 {
6311                         surface = texturesurfacelist[surfacelistindex];
6312                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6313                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6314                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6315                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6316                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6317                 }
6318         }
6319         else
6320         {
6321                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6322                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6323         }
6324         CHECKGLERROR
6325 }
6326
6327 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6328 {
6329         int i, j;
6330         texture_t *texture;
6331         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6332         if (addwaterplanes)
6333         {
6334                 for (i = 0;i < numsurfaces;i++)
6335                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6336                                 R_Water_AddWaterPlane(surfacelist[i]);
6337                 return;
6338         }
6339         // break the surface list down into batches by texture and use of lightmapping
6340         for (i = 0;i < numsurfaces;i = j)
6341         {
6342                 j = i + 1;
6343                 // texture is the base texture pointer, rsurface.texture is the
6344                 // current frame/skin the texture is directing us to use (for example
6345                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6346                 // use skin 1 instead)
6347                 texture = surfacelist[i]->texture;
6348                 rsurface.texture = texture->currentframe;
6349                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6350                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6351                 {
6352                         // if this texture is not the kind we want, skip ahead to the next one
6353                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6354                                 ;
6355                         continue;
6356                 }
6357                 // simply scan ahead until we find a different texture or lightmap state
6358                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6359                         ;
6360                 // render the range of surfaces
6361                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6362         }
6363 }
6364
6365 float locboxvertex3f[6*4*3] =
6366 {
6367         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6368         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6369         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6370         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6371         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6372         1,0,0, 0,0,0, 0,1,0, 1,1,0
6373 };
6374
6375 int locboxelement3i[6*2*3] =
6376 {
6377          0, 1, 2, 0, 2, 3,
6378          4, 5, 6, 4, 6, 7,
6379          8, 9,10, 8,10,11,
6380         12,13,14, 12,14,15,
6381         16,17,18, 16,18,19,
6382         20,21,22, 20,22,23
6383 };
6384
6385 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6386 {
6387         int i, j;
6388         cl_locnode_t *loc = (cl_locnode_t *)ent;
6389         vec3_t mins, size;
6390         float vertex3f[6*4*3];
6391         CHECKGLERROR
6392         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6393         GL_DepthMask(false);
6394         GL_DepthRange(0, 1);
6395         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6396         GL_DepthTest(true);
6397         GL_CullFace(GL_NONE);
6398         R_Mesh_Matrix(&identitymatrix);
6399
6400         R_Mesh_VertexPointer(vertex3f, 0, 0);
6401         R_Mesh_ColorPointer(NULL, 0, 0);
6402         R_Mesh_ResetTextureState();
6403         R_SetupGenericShader(false);
6404
6405         i = surfacelist[0];
6406         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6407                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6408                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6409                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6410
6411         if (VectorCompare(loc->mins, loc->maxs))
6412         {
6413                 VectorSet(size, 2, 2, 2);
6414                 VectorMA(loc->mins, -0.5f, size, mins);
6415         }
6416         else
6417         {
6418                 VectorCopy(loc->mins, mins);
6419                 VectorSubtract(loc->maxs, loc->mins, size);
6420         }
6421
6422         for (i = 0;i < 6*4*3;)
6423                 for (j = 0;j < 3;j++, i++)
6424                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6425
6426         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6427 }
6428
6429 void R_DrawLocs(void)
6430 {
6431         int index;
6432         cl_locnode_t *loc, *nearestloc;
6433         vec3_t center;
6434         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6435         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6436         {
6437                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6438                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6439         }
6440 }
6441
6442 void R_DrawDebugModel(entity_render_t *ent)
6443 {
6444         int i, j, k, l, flagsmask;
6445         const int *elements;
6446         q3mbrush_t *brush;
6447         msurface_t *surface;
6448         model_t *model = ent->model;
6449         vec3_t v;
6450
6451         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6452
6453         R_Mesh_ColorPointer(NULL, 0, 0);
6454         R_Mesh_ResetTextureState();
6455         R_SetupGenericShader(false);
6456         GL_DepthRange(0, 1);
6457         GL_DepthTest(!r_showdisabledepthtest.integer);
6458         GL_DepthMask(false);
6459         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6460
6461         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6462         {
6463                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6464                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6465                 {
6466                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6467                         {
6468                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6469                                 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);
6470                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6471                         }
6472                 }
6473                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6474                 {
6475                         if (surface->num_collisiontriangles)
6476                         {
6477                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6478                                 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);
6479                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6480                         }
6481                 }
6482         }
6483
6484         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6485
6486         if (r_showtris.integer || r_shownormals.integer)
6487         {
6488                 if (r_showdisabledepthtest.integer)
6489                 {
6490                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6491                         GL_DepthMask(false);
6492                 }
6493                 else
6494                 {
6495                         GL_BlendFunc(GL_ONE, GL_ZERO);
6496                         GL_DepthMask(true);
6497                 }
6498                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6499                 {
6500                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6501                                 continue;
6502                         rsurface.texture = surface->texture->currentframe;
6503                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6504                         {
6505                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6506                                 if (r_showtris.value > 0)
6507                                 {
6508                                         if (!rsurface.texture->currentlayers->depthmask)
6509                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6510                                         else if (ent == r_refdef.scene.worldentity)
6511                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6512                                         else
6513                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6514                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6515                                         CHECKGLERROR
6516                                         qglBegin(GL_LINES);
6517                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6518                                         {
6519 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6520                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6521                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6522                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6523                                         }
6524                                         qglEnd();
6525                                         CHECKGLERROR
6526                                 }
6527                                 if (r_shownormals.value > 0)
6528                                 {
6529                                         qglBegin(GL_LINES);
6530                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6531                                         {
6532                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6533                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6534                                                 qglVertex3f(v[0], v[1], v[2]);
6535                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6536                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6537                                                 qglVertex3f(v[0], v[1], v[2]);
6538                                         }
6539                                         qglEnd();
6540                                         CHECKGLERROR
6541                                         qglBegin(GL_LINES);
6542                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6543                                         {
6544                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6545                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6546                                                 qglVertex3f(v[0], v[1], v[2]);
6547                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6548                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6549                                                 qglVertex3f(v[0], v[1], v[2]);
6550                                         }
6551                                         qglEnd();
6552                                         CHECKGLERROR
6553                                         qglBegin(GL_LINES);
6554                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6555                                         {
6556                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6557                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6558                                                 qglVertex3f(v[0], v[1], v[2]);
6559                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6560                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6561                                                 qglVertex3f(v[0], v[1], v[2]);
6562                                         }
6563                                         qglEnd();
6564                                         CHECKGLERROR
6565                                 }
6566                         }
6567                 }
6568                 rsurface.texture = NULL;
6569         }
6570 }
6571
6572 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6573 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6574 {
6575         int i, j, endj, f, flagsmask;
6576         msurface_t *surface;
6577         texture_t *t;
6578         model_t *model = r_refdef.scene.worldmodel;
6579         const int maxsurfacelist = 1024;
6580         int numsurfacelist = 0;
6581         msurface_t *surfacelist[1024];
6582         if (model == NULL)
6583                 return;
6584
6585         RSurf_ActiveWorldEntity();
6586
6587         // update light styles on this submodel
6588         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6589         {
6590                 model_brush_lightstyleinfo_t *style;
6591                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6592                 {
6593                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6594                         {
6595                                 msurface_t *surfaces = model->data_surfaces;
6596                                 int *list = style->surfacelist;
6597                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6598                                 for (j = 0;j < style->numsurfaces;j++)
6599                                         surfaces[list[j]].cached_dlight = true;
6600                         }
6601                 }
6602         }
6603
6604         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6605         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6606
6607         if (debug)
6608         {
6609                 R_DrawDebugModel(r_refdef.scene.worldentity);
6610                 return;
6611         }
6612
6613         f = 0;
6614         t = NULL;
6615         rsurface.uselightmaptexture = false;
6616         rsurface.texture = NULL;
6617         rsurface.rtlight = NULL;
6618         numsurfacelist = 0;
6619         j = model->firstmodelsurface;
6620         endj = j + model->nummodelsurfaces;
6621         while (j < endj)
6622         {
6623                 // quickly skip over non-visible surfaces
6624                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6625                         ;
6626                 // quickly iterate over visible surfaces
6627                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6628                 {
6629                         // process this surface
6630                         surface = model->data_surfaces + j;
6631                         // if this surface fits the criteria, add it to the list
6632                         if (surface->num_triangles)
6633                         {
6634                                 // if lightmap parameters changed, rebuild lightmap texture
6635                                 if (surface->cached_dlight)
6636                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6637                                 // add face to draw list
6638                                 surfacelist[numsurfacelist++] = surface;
6639                                 r_refdef.stats.world_triangles += surface->num_triangles;
6640                                 if (numsurfacelist >= maxsurfacelist)
6641                                 {
6642                                         r_refdef.stats.world_surfaces += numsurfacelist;
6643                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6644                                         numsurfacelist = 0;
6645                                 }
6646                         }
6647                 }
6648         }
6649         r_refdef.stats.world_surfaces += numsurfacelist;
6650         if (numsurfacelist)
6651                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6652         GL_AlphaTest(false);
6653 }
6654
6655 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6656 {
6657         int i, j, f, flagsmask;
6658         msurface_t *surface, *endsurface;
6659         texture_t *t;
6660         model_t *model = ent->model;
6661         const int maxsurfacelist = 1024;
6662         int numsurfacelist = 0;
6663         msurface_t *surfacelist[1024];
6664         if (model == NULL)
6665                 return;
6666
6667         // if the model is static it doesn't matter what value we give for
6668         // wantnormals and wanttangents, so this logic uses only rules applicable
6669         // to a model, knowing that they are meaningless otherwise
6670         if (ent == r_refdef.scene.worldentity)
6671                 RSurf_ActiveWorldEntity();
6672         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6673                 RSurf_ActiveModelEntity(ent, false, false);
6674         else
6675                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6676
6677         // update light styles
6678         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6679         {
6680                 model_brush_lightstyleinfo_t *style;
6681                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6682                 {
6683                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6684                         {
6685                                 msurface_t *surfaces = model->data_surfaces;
6686                                 int *list = style->surfacelist;
6687                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6688                                 for (j = 0;j < style->numsurfaces;j++)
6689                                         surfaces[list[j]].cached_dlight = true;
6690                         }
6691                 }
6692         }
6693
6694         R_UpdateAllTextureInfo(ent);
6695         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6696
6697         if (debug)
6698         {
6699                 R_DrawDebugModel(ent);
6700                 return;
6701         }
6702
6703         f = 0;
6704         t = NULL;
6705         rsurface.uselightmaptexture = false;
6706         rsurface.texture = NULL;
6707         rsurface.rtlight = NULL;
6708         numsurfacelist = 0;
6709         surface = model->data_surfaces + model->firstmodelsurface;
6710         endsurface = surface + model->nummodelsurfaces;
6711         for (;surface < endsurface;surface++)
6712         {
6713                 // if this surface fits the criteria, add it to the list
6714                 if (surface->num_triangles)
6715                 {
6716                         // if lightmap parameters changed, rebuild lightmap texture
6717                         if (surface->cached_dlight)
6718                                 R_BuildLightMap(ent, surface);
6719                         // add face to draw list
6720                         surfacelist[numsurfacelist++] = surface;
6721                         r_refdef.stats.entities_triangles += surface->num_triangles;
6722                         if (numsurfacelist >= maxsurfacelist)
6723                         {
6724                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6725                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6726                                 numsurfacelist = 0;
6727                         }
6728                 }
6729         }
6730         r_refdef.stats.entities_surfaces += numsurfacelist;
6731         if (numsurfacelist)
6732                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6733         GL_AlphaTest(false);
6734 }