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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 "// uniform vec2 PixelSize;\n"
514 "void main(void)\n"
515 "{\n"
516 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
517 "#ifdef USEGLOW\n"
518 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
519 "#endif\n"
520 "#ifdef USEVERTEXTEXTUREBLEND\n"
521 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
522 "#endif\n"
523 "\n"
524 "#ifdef USEPOSTPROCESSING\n"
525 "// add your own postprocessing here or make your own ifdef for it\n"
526 "#endif\n"
527 "\n"
528 "#ifdef USEGAMMARAMPS\n"
529 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
530 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
531 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
532 "#endif\n"
533 "}\n"
534 "# endif\n"
535 "\n"
536 "\n"
537 "#else\n"
538 "#ifdef MODE_GENERIC\n"
539 "# ifdef VERTEX_SHADER\n"
540 "void main(void)\n"
541 "{\n"
542 "       gl_FrontColor = gl_Color;\n"
543 "#  ifdef USEDIFFUSE\n"
544 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
545 "#  endif\n"
546 "#  ifdef USESPECULAR\n"
547 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
548 "#  endif\n"
549 "       gl_Position = ftransform();\n"
550 "}\n"
551 "# endif\n"
552 "# ifdef FRAGMENT_SHADER\n"
553 "\n"
554 "#  ifdef USEDIFFUSE\n"
555 "uniform sampler2D Texture_First;\n"
556 "#  endif\n"
557 "#  ifdef USESPECULAR\n"
558 "uniform sampler2D Texture_Second;\n"
559 "#  endif\n"
560 "\n"
561 "void main(void)\n"
562 "{\n"
563 "       gl_FragColor = gl_Color;\n"
564 "#  ifdef USEDIFFUSE\n"
565 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
566 "#  endif\n"
567 "\n"
568 "#  ifdef USESPECULAR\n"
569 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "#  endif\n"
571 "#  ifdef USECOLORMAPPING\n"
572 "       gl_FragColor *= tex2;\n"
573 "#  endif\n"
574 "#  ifdef USEGLOW\n"
575 "       gl_FragColor += tex2;\n"
576 "#  endif\n"
577 "#  ifdef USEVERTEXTEXTUREBLEND\n"
578 "       gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
579 "#  endif\n"
580 "}\n"
581 "# endif\n"
582 "\n"
583 "#else // !MODE_GENERIC\n"
584 "\n"
585 "varying vec2 TexCoord;\n"
586 "varying vec2 TexCoordLightmap;\n"
587 "\n"
588 "#ifdef MODE_LIGHTSOURCE\n"
589 "varying vec3 CubeVector;\n"
590 "#endif\n"
591 "\n"
592 "#ifdef MODE_LIGHTSOURCE\n"
593 "varying vec3 LightVector;\n"
594 "#endif\n"
595 "#ifdef MODE_LIGHTDIRECTION\n"
596 "varying vec3 LightVector;\n"
597 "#endif\n"
598 "\n"
599 "varying vec3 EyeVector;\n"
600 "#ifdef USEFOG\n"
601 "varying vec3 EyeVectorModelSpace;\n"
602 "#endif\n"
603 "\n"
604 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
605 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
606 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
607 "\n"
608 "#ifdef MODE_WATER\n"
609 "varying vec4 ModelViewProjectionPosition;\n"
610 "#endif\n"
611 "#ifdef MODE_REFRACTION\n"
612 "varying vec4 ModelViewProjectionPosition;\n"
613 "#endif\n"
614 "#ifdef USEREFLECTION\n"
615 "varying vec4 ModelViewProjectionPosition;\n"
616 "#endif\n"
617 "\n"
618 "\n"
619 "\n"
620 "\n"
621 "\n"
622 "// vertex shader specific:\n"
623 "#ifdef VERTEX_SHADER\n"
624 "\n"
625 "uniform vec3 LightPosition;\n"
626 "uniform vec3 EyePosition;\n"
627 "uniform vec3 LightDir;\n"
628 "\n"
629 "// 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"
630 "\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_FrontColor = gl_Color;\n"
634 "       // copy the surface texcoord\n"
635 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
636 "#ifndef MODE_LIGHTSOURCE\n"
637 "# ifndef MODE_LIGHTDIRECTION\n"
638 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
639 "# endif\n"
640 "#endif\n"
641 "\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 "       // transform vertex position into light attenuation/cubemap space\n"
644 "       // (-1 to +1 across the light box)\n"
645 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
646 "\n"
647 "       // transform unnormalized light direction into tangent space\n"
648 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
649 "       //  normalize it per pixel)\n"
650 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
651 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
652 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
653 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
654 "#endif\n"
655 "\n"
656 "#ifdef MODE_LIGHTDIRECTION\n"
657 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
658 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
659 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
660 "#endif\n"
661 "\n"
662 "       // transform unnormalized eye direction into tangent space\n"
663 "#ifndef USEFOG\n"
664 "       vec3 EyeVectorModelSpace;\n"
665 "#endif\n"
666 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
667 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
668 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
669 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
670 "\n"
671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
672 "       VectorS = gl_MultiTexCoord1.xyz;\n"
673 "       VectorT = gl_MultiTexCoord2.xyz;\n"
674 "       VectorR = gl_MultiTexCoord3.xyz;\n"
675 "#endif\n"
676 "\n"
677 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
678 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
679 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
680 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
681 "//#endif\n"
682 "\n"
683 "// transform vertex to camera space, using ftransform to match non-VS\n"
684 "       // rendering\n"
685 "       gl_Position = ftransform();\n"
686 "\n"
687 "#ifdef MODE_WATER\n"
688 "       ModelViewProjectionPosition = gl_Position;\n"
689 "#endif\n"
690 "#ifdef MODE_REFRACTION\n"
691 "       ModelViewProjectionPosition = gl_Position;\n"
692 "#endif\n"
693 "#ifdef USEREFLECTION\n"
694 "       ModelViewProjectionPosition = gl_Position;\n"
695 "#endif\n"
696 "}\n"
697 "\n"
698 "#endif // VERTEX_SHADER\n"
699 "\n"
700 "\n"
701 "\n"
702 "\n"
703 "// fragment shader specific:\n"
704 "#ifdef FRAGMENT_SHADER\n"
705 "\n"
706 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
707 "uniform sampler2D Texture_Normal;\n"
708 "uniform sampler2D Texture_Color;\n"
709 "uniform sampler2D Texture_Gloss;\n"
710 "uniform sampler2D Texture_Glow;\n"
711 "uniform sampler2D Texture_SecondaryNormal;\n"
712 "uniform sampler2D Texture_SecondaryColor;\n"
713 "uniform sampler2D Texture_SecondaryGloss;\n"
714 "uniform sampler2D Texture_SecondaryGlow;\n"
715 "uniform sampler2D Texture_Pants;\n"
716 "uniform sampler2D Texture_Shirt;\n"
717 "uniform sampler2D Texture_FogMask;\n"
718 "uniform sampler2D Texture_Lightmap;\n"
719 "uniform sampler2D Texture_Deluxemap;\n"
720 "uniform sampler2D Texture_Refraction;\n"
721 "uniform sampler2D Texture_Reflection;\n"
722 "uniform sampler2D Texture_Attenuation;\n"
723 "uniform samplerCube Texture_Cube;\n"
724 "\n"
725 "uniform myhalf3 LightColor;\n"
726 "uniform myhalf3 AmbientColor;\n"
727 "uniform myhalf3 DiffuseColor;\n"
728 "uniform myhalf3 SpecularColor;\n"
729 "uniform myhalf3 Color_Pants;\n"
730 "uniform myhalf3 Color_Shirt;\n"
731 "uniform myhalf3 FogColor;\n"
732 "\n"
733 "uniform myhalf4 TintColor;\n"
734 "\n"
735 "\n"
736 "//#ifdef MODE_WATER\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform myhalf4 RefractColor;\n"
741 "uniform myhalf4 ReflectColor;\n"
742 "uniform myhalf ReflectFactor;\n"
743 "uniform myhalf ReflectOffset;\n"
744 "//#else\n"
745 "//# ifdef MODE_REFRACTION\n"
746 "//uniform vec4 DistortScaleRefractReflect;\n"
747 "//uniform vec4 ScreenScaleRefractReflect;\n"
748 "//uniform vec4 ScreenCenterRefractReflect;\n"
749 "//uniform myhalf4 RefractColor;\n"
750 "//#  ifdef USEREFLECTION\n"
751 "//uniform myhalf4 ReflectColor;\n"
752 "//#  endif\n"
753 "//# else\n"
754 "//#  ifdef USEREFLECTION\n"
755 "//uniform vec4 DistortScaleRefractReflect;\n"
756 "//uniform vec4 ScreenScaleRefractReflect;\n"
757 "//uniform vec4 ScreenCenterRefractReflect;\n"
758 "//uniform myhalf4 ReflectColor;\n"
759 "//#  endif\n"
760 "//# endif\n"
761 "//#endif\n"
762 "\n"
763 "uniform myhalf GlowScale;\n"
764 "uniform myhalf SceneBrightness;\n"
765 "#ifdef USECONTRASTBOOST\n"
766 "uniform myhalf ContrastBoostCoeff;\n"
767 "#endif\n"
768 "\n"
769 "uniform float OffsetMapping_Scale;\n"
770 "uniform float OffsetMapping_Bias;\n"
771 "uniform float FogRangeRecip;\n"
772 "\n"
773 "uniform myhalf AmbientScale;\n"
774 "uniform myhalf DiffuseScale;\n"
775 "uniform myhalf SpecularScale;\n"
776 "uniform myhalf SpecularPower;\n"
777 "\n"
778 "#ifdef USEOFFSETMAPPING\n"
779 "vec2 OffsetMapping(vec2 TexCoord)\n"
780 "{\n"
781 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
782 "       // 14 sample relief mapping: linear search and then binary search\n"
783 "       // this basically steps forward a small amount repeatedly until it finds\n"
784 "       // itself inside solid, then jitters forward and back using decreasing\n"
785 "       // amounts to find the impact\n"
786 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
787 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
788 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 "       vec3 RT = vec3(TexCoord, 1);\n"
790 "       OffsetVector *= 0.1;\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);\n"
800 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
801 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
802 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
803 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
804 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
805 "       return RT.xy;\n"
806 "#else\n"
807 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
808 "       // this basically moves forward the full distance, and then backs up based\n"
809 "       // on height of samples\n"
810 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
811 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
812 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
813 "       TexCoord += OffsetVector;\n"
814 "       OffsetVector *= 0.333;\n"
815 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
816 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 "       return TexCoord;\n"
819 "#endif\n"
820 "}\n"
821 "#endif // USEOFFSETMAPPING\n"
822 "\n"
823 "#ifdef MODE_WATER\n"
824 "\n"
825 "// water pass\n"
826 "void main(void)\n"
827 "{\n"
828 "#ifdef USEOFFSETMAPPING\n"
829 "       // apply offsetmapping\n"
830 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
831 "#define TexCoord TexCoordOffset\n"
832 "#endif\n"
833 "\n"
834 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
835 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
836 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
837 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
838 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
839 "}\n"
840 "\n"
841 "#else // !MODE_WATER\n"
842 "#ifdef MODE_REFRACTION\n"
843 "\n"
844 "// refraction pass\n"
845 "void main(void)\n"
846 "{\n"
847 "#ifdef USEOFFSETMAPPING\n"
848 "       // apply offsetmapping\n"
849 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
850 "#define TexCoord TexCoordOffset\n"
851 "#endif\n"
852 "\n"
853 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
854 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
855 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
856 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
857 "}\n"
858 "\n"
859 "#else // !MODE_REFRACTION\n"
860 "void main(void)\n"
861 "{\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 "       // apply offsetmapping\n"
864 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
866 "#endif\n"
867 "\n"
868 "       // combine the diffuse textures (base, pants, shirt)\n"
869 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
870 "#ifdef USECOLORMAPPING\n"
871 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
872 "#endif\n"
873 "#ifdef USEVERTEXTEXTUREBLEND\n"
874 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
875 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
876 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
877 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
878 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
879 "#endif\n"
880 "\n"
881 "#ifdef USEDIFFUSE\n"
882 "       // get the surface normal and the gloss color\n"
883 "# ifdef USEVERTEXTEXTUREBLEND\n"
884 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
885 "#  ifdef USESPECULAR\n"
886 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
887 "#  endif\n"
888 "# else\n"
889 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
890 "#  ifdef USESPECULAR\n"
891 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
892 "#  endif\n"
893 "# endif\n"
894 "#endif\n"
895 "\n"
896 "\n"
897 "\n"
898 "#ifdef MODE_LIGHTSOURCE\n"
899 "       // light source\n"
900 "\n"
901 "       // calculate surface normal, light normal, and specular normal\n"
902 "       // compute color intensity for the two textures (colormap and glossmap)\n"
903 "       // scale by light color and attenuation as efficiently as possible\n"
904 "       // (do as much scalar math as possible rather than vector math)\n"
905 "# ifdef USEDIFFUSE\n"
906 "       // get the light normal\n"
907 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
908 "# endif\n"
909 "# ifdef USESPECULAR\n"
910 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
911 "\n"
912 "       // calculate directional shading\n"
913 "       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"
914 "# else\n"
915 "#  ifdef USEDIFFUSE\n"
916 "       // calculate directional shading\n"
917 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
918 "#  else\n"
919 "       // calculate directionless shading\n"
920 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
921 "#  endif\n"
922 "# endif\n"
923 "\n"
924 "# ifdef USECUBEFILTER\n"
925 "       // apply light cubemap filter\n"
926 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
927 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
928 "# endif\n"
929 "#endif // MODE_LIGHTSOURCE\n"
930 "\n"
931 "\n"
932 "\n"
933 "\n"
934 "#ifdef MODE_LIGHTDIRECTION\n"
935 "       // directional model lighting\n"
936 "# ifdef USEDIFFUSE\n"
937 "       // get the light normal\n"
938 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
939 "# endif\n"
940 "# ifdef USESPECULAR\n"
941 "       // calculate directional shading\n"
942 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
943 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
944 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 "# else\n"
946 "#  ifdef USEDIFFUSE\n"
947 "\n"
948 "       // calculate directional shading\n"
949 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
950 "#  else\n"
951 "       color.rgb *= AmbientColor;\n"
952 "#  endif\n"
953 "# endif\n"
954 "#endif // MODE_LIGHTDIRECTION\n"
955 "\n"
956 "\n"
957 "\n"
958 "\n"
959 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
960 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
961 "\n"
962 "       // get the light normal\n"
963 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
964 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
965 "       // calculate directional shading\n"
966 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
967 "# ifdef USESPECULAR\n"
968 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
969 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
970 "# endif\n"
971 "\n"
972 "       // apply lightmap color\n"
973 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
975 "\n"
976 "\n"
977 "\n"
978 "\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
981 "\n"
982 "       // get the light normal\n"
983 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
984 "       // calculate directional shading\n"
985 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
988 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
989 "# endif\n"
990 "\n"
991 "       // apply lightmap color\n"
992 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
993 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
994 "\n"
995 "\n"
996 "\n"
997 "\n"
998 "#ifdef MODE_LIGHTMAP\n"
999 "       // apply lightmap color\n"
1000 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1001 "#endif // MODE_LIGHTMAP\n"
1002 "\n"
1003 "\n"
1004 "\n"
1005 "\n"
1006 "#ifdef MODE_VERTEXCOLOR\n"
1007 "       // apply lightmap color\n"
1008 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1009 "#endif // MODE_VERTEXCOLOR\n"
1010 "\n"
1011 "\n"
1012 "\n"
1013 "\n"
1014 "#ifdef MODE_FLATCOLOR\n"
1015 "#endif // MODE_FLATCOLOR\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "       color *= TintColor;\n"
1024 "\n"
1025 "#ifdef USEGLOW\n"
1026 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1027 "#endif\n"
1028 "\n"
1029 "#ifdef USECONTRASTBOOST\n"
1030 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1031 "#endif\n"
1032 "\n"
1033 "       color.rgb *= SceneBrightness;\n"
1034 "\n"
1035 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1036 "#ifdef USEFOG\n"
1037 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1038 "#endif\n"
1039 "\n"
1040 "       // 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"
1041 "#ifdef USEREFLECTION\n"
1042 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1043 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1044 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1045 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1046 "#endif\n"
1047 "\n"
1048 "       gl_FragColor = vec4(color);\n"
1049 "}\n"
1050 "#endif // !MODE_REFRACTION\n"
1051 "#endif // !MODE_WATER\n"
1052 "\n"
1053 "#endif // FRAGMENT_SHADER\n"
1054 "\n"
1055 "#endif // !MODE_GENERIC\n"
1056 "#endif // !MODE_POSTPROCESS\n"
1057 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1058 ;
1059
1060 typedef struct shaderpermutationinfo_s
1061 {
1062         const char *pretext;
1063         const char *name;
1064 }
1065 shaderpermutationinfo_t;
1066
1067 typedef struct shadermodeinfo_s
1068 {
1069         const char *vertexfilename;
1070         const char *geometryfilename;
1071         const char *fragmentfilename;
1072         const char *pretext;
1073         const char *name;
1074 }
1075 shadermodeinfo_t;
1076
1077 typedef enum shaderpermutation_e
1078 {
1079         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1080         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1081         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1082         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1083         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1084         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1085         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1086         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1087         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1088         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1089         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1090         SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1091         SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1092         SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1093         SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1094 }
1095 shaderpermutation_t;
1096
1097 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1098 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1099 {
1100         {"#define USEDIFFUSE\n", " diffuse"},
1101         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1102         {"#define USECOLORMAPPING\n", " colormapping"},
1103         {"#define USECONTRASTBOOST\n", " contrastboost"},
1104         {"#define USEFOG\n", " fog"},
1105         {"#define USECUBEFILTER\n", " cubefilter"},
1106         {"#define USEGLOW\n", " glow"},
1107         {"#define USESPECULAR\n", " specular"},
1108         {"#define USEREFLECTION\n", " reflection"},
1109         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1110         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1111         {"#define USEGAMMARAMPS\n", " gammaramps"},
1112         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1113 };
1114
1115 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1116 typedef enum shadermode_e
1117 {
1118         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1119         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1120         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1121         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1122         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1123         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1124         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1125         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1126         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1127         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1128         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1129         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1130         SHADERMODE_COUNT
1131 }
1132 shadermode_t;
1133
1134 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1135 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1136 {
1137         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1138         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1139         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1140         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1141         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1142         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1143         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1144         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1145         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1146         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1147         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1148         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1149 };
1150
1151 typedef struct r_glsl_permutation_s
1152 {
1153         // indicates if we have tried compiling this permutation already
1154         qboolean compiled;
1155         // 0 if compilation failed
1156         int program;
1157         // locations of detected uniforms in program object, or -1 if not found
1158         int loc_Texture_First;
1159         int loc_Texture_Second;
1160         int loc_Texture_GammaRamps;
1161         int loc_Texture_Normal;
1162         int loc_Texture_Color;
1163         int loc_Texture_Gloss;
1164         int loc_Texture_Glow;
1165         int loc_Texture_SecondaryNormal;
1166         int loc_Texture_SecondaryColor;
1167         int loc_Texture_SecondaryGloss;
1168         int loc_Texture_SecondaryGlow;
1169         int loc_Texture_Pants;
1170         int loc_Texture_Shirt;
1171         int loc_Texture_FogMask;
1172         int loc_Texture_Lightmap;
1173         int loc_Texture_Deluxemap;
1174         int loc_Texture_Attenuation;
1175         int loc_Texture_Cube;
1176         int loc_Texture_Refraction;
1177         int loc_Texture_Reflection;
1178         int loc_FogColor;
1179         int loc_LightPosition;
1180         int loc_EyePosition;
1181         int loc_Color_Pants;
1182         int loc_Color_Shirt;
1183         int loc_FogRangeRecip;
1184         int loc_AmbientScale;
1185         int loc_DiffuseScale;
1186         int loc_SpecularScale;
1187         int loc_SpecularPower;
1188         int loc_GlowScale;
1189         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1190         int loc_OffsetMapping_Scale;
1191         int loc_TintColor;
1192         int loc_AmbientColor;
1193         int loc_DiffuseColor;
1194         int loc_SpecularColor;
1195         int loc_LightDir;
1196         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1197         int loc_GammaCoeff; // 1 / gamma
1198         int loc_DistortScaleRefractReflect;
1199         int loc_ScreenScaleRefractReflect;
1200         int loc_ScreenCenterRefractReflect;
1201         int loc_RefractColor;
1202         int loc_ReflectColor;
1203         int loc_ReflectFactor;
1204         int loc_ReflectOffset;
1205         int loc_UserVec1;
1206         int loc_UserVec2;
1207         int loc_UserVec3;
1208         int loc_UserVec4;
1209         int loc_ClientTime;
1210         int loc_PixelSize;
1211 }
1212 r_glsl_permutation_t;
1213
1214 // information about each possible shader permutation
1215 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1216 // currently selected permutation
1217 r_glsl_permutation_t *r_glsl_permutation;
1218
1219 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1220 {
1221         char *shaderstring;
1222         if (!filename || !filename[0])
1223                 return NULL;
1224         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1225         if (shaderstring)
1226         {
1227                 if (printfromdisknotice)
1228                         Con_DPrint("from disk... ");
1229                 return shaderstring;
1230         }
1231         else if (!strcmp(filename, "glsl/default.glsl"))
1232         {
1233                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1234                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1235         }
1236         return shaderstring;
1237 }
1238
1239 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1240 {
1241         int i;
1242         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1243         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1244         int vertstrings_count = 0;
1245         int geomstrings_count = 0;
1246         int fragstrings_count = 0;
1247         char *vertexstring, *geometrystring, *fragmentstring;
1248         const char *vertstrings_list[32+3];
1249         const char *geomstrings_list[32+3];
1250         const char *fragstrings_list[32+3];
1251         char permutationname[256];
1252
1253         if (p->compiled)
1254                 return;
1255         p->compiled = true;
1256         p->program = 0;
1257
1258         permutationname[0] = 0;
1259         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1260         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1261         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1262
1263         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1264
1265         // the first pretext is which type of shader to compile as
1266         // (later these will all be bound together as a program object)
1267         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1268         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1269         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1270
1271         // the second pretext is the mode (for example a light source)
1272         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1273         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1274         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1275         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1276
1277         // now add all the permutation pretexts
1278         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1279         {
1280                 if (permutation & (1<<i))
1281                 {
1282                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1283                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1284                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1285                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1286                 }
1287                 else
1288                 {
1289                         // keep line numbers correct
1290                         vertstrings_list[vertstrings_count++] = "\n";
1291                         geomstrings_list[geomstrings_count++] = "\n";
1292                         fragstrings_list[fragstrings_count++] = "\n";
1293                 }
1294         }
1295
1296         // now append the shader text itself
1297         vertstrings_list[vertstrings_count++] = vertexstring;
1298         geomstrings_list[geomstrings_count++] = geometrystring;
1299         fragstrings_list[fragstrings_count++] = fragmentstring;
1300
1301         // if any sources were NULL, clear the respective list
1302         if (!vertexstring)
1303                 vertstrings_count = 0;
1304         if (!geometrystring)
1305                 geomstrings_count = 0;
1306         if (!fragmentstring)
1307                 fragstrings_count = 0;
1308
1309         // compile the shader program
1310         if (vertstrings_count + geomstrings_count + fragstrings_count)
1311                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1312         if (p->program)
1313         {
1314                 CHECKGLERROR
1315                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1316                 // look up all the uniform variable names we care about, so we don't
1317                 // have to look them up every time we set them
1318                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1319                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1320                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1321                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1322                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1323                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1324                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1325                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1326                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1327                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1328                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1329                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1330                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1331                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1332                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1333                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1334                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1335                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1336                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1337                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1338                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1339                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1340                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1341                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1342                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1343                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1344                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1345                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1346                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1347                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1348                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1349                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1350                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1351                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1352                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1353                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1354                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1355                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1356                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1357                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1358                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1359                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1360                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1361                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1362                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1363                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1364                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1365                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1366                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1367                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1368                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1369                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1370                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1371                 // initialize the samplers to refer to the texture units we use
1372                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1373                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1374                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1375                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1376                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1377                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1378                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1379                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1380                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1381                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1382                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1383                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1384                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1385                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1386                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1387                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1388                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1389                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1390                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1391                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1392                 CHECKGLERROR
1393                 if (developer.integer)
1394                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1395         }
1396         else
1397                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1398
1399         // free the strings
1400         if (vertexstring)
1401                 Mem_Free(vertexstring);
1402         if (geometrystring)
1403                 Mem_Free(geometrystring);
1404         if (fragmentstring)
1405                 Mem_Free(fragmentstring);
1406 }
1407
1408 void R_GLSL_Restart_f(void)
1409 {
1410         shadermode_t mode;
1411         shaderpermutation_t permutation;
1412         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1413                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1414                         if (r_glsl_permutations[mode][permutation].program)
1415                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1416         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1417 }
1418
1419 void R_GLSL_DumpShader_f(void)
1420 {
1421         int i;
1422
1423         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1424         if(!file)
1425         {
1426                 Con_Printf("failed to write to glsl/default.glsl\n");
1427                 return;
1428         }
1429
1430         FS_Print(file, "// The engine may define the following macros:\n");
1431         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1432         for (i = 0;i < SHADERMODE_COUNT;i++)
1433                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1434         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1435                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1436         FS_Print(file, "\n");
1437         FS_Print(file, builtinshaderstring);
1438         FS_Close(file);
1439
1440         Con_Printf("glsl/default.glsl written\n");
1441 }
1442
1443 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1444 {
1445         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1446         if (r_glsl_permutation != perm)
1447         {
1448                 r_glsl_permutation = perm;
1449                 if (!r_glsl_permutation->program)
1450                 {
1451                         if (!r_glsl_permutation->compiled)
1452                                 R_GLSL_CompilePermutation(mode, permutation);
1453                         if (!r_glsl_permutation->program)
1454                         {
1455                                 // remove features until we find a valid permutation
1456                                 int i;
1457                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1458                                 {
1459                                         // reduce i more quickly whenever it would not remove any bits
1460                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1461                                         if (!(permutation & j))
1462                                                 continue;
1463                                         permutation -= j;
1464                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1465                                         if (!r_glsl_permutation->compiled)
1466                                                 R_GLSL_CompilePermutation(mode, permutation);
1467                                         if (r_glsl_permutation->program)
1468                                                 break;
1469                                 }
1470                                 if (i >= SHADERPERMUTATION_COUNT)
1471                                 {
1472                                         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");
1473                                         Cvar_SetValueQuick(&r_glsl, 0);
1474                                         R_GLSL_Restart_f(); // unload shaders
1475                                         return; // no bit left to clear
1476                                 }
1477                         }
1478                 }
1479                 CHECKGLERROR
1480                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1481         }
1482 }
1483
1484 void R_SetupGenericShader(qboolean usetexture)
1485 {
1486         if (gl_support_fragment_shader)
1487         {
1488                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1489                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1490                 else if (r_glsl_permutation)
1491                 {
1492                         r_glsl_permutation = NULL;
1493                         qglUseProgramObjectARB(0);CHECKGLERROR
1494                 }
1495         }
1496 }
1497
1498 void R_SetupGenericTwoTextureShader(int texturemode)
1499 {
1500         if (gl_support_fragment_shader)
1501         {
1502                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1503                         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))));
1504                 else if (r_glsl_permutation)
1505                 {
1506                         r_glsl_permutation = NULL;
1507                         qglUseProgramObjectARB(0);CHECKGLERROR
1508                 }
1509         }
1510         if (!r_glsl_permutation)
1511         {
1512                 if (texturemode == GL_DECAL && gl_combine.integer)
1513                         texturemode = GL_INTERPOLATE_ARB;
1514                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1515         }
1516 }
1517
1518 void R_SetupDepthOrShadowShader(void)
1519 {
1520         if (gl_support_fragment_shader)
1521         {
1522                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1523                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1524                 else if (r_glsl_permutation)
1525                 {
1526                         r_glsl_permutation = NULL;
1527                         qglUseProgramObjectARB(0);CHECKGLERROR
1528                 }
1529         }
1530 }
1531
1532 extern rtexture_t *r_shadow_attenuationgradienttexture;
1533 extern rtexture_t *r_shadow_attenuation2dtexture;
1534 extern rtexture_t *r_shadow_attenuation3dtexture;
1535 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1536 {
1537         // select a permutation of the lighting shader appropriate to this
1538         // combination of texture, entity, light source, and fogging, only use the
1539         // minimum features necessary to avoid wasting rendering time in the
1540         // fragment shader on features that are not being used
1541         unsigned int permutation = 0;
1542         shadermode_t mode = 0;
1543         // TODO: implement geometry-shader based shadow volumes someday
1544         if (r_glsl_offsetmapping.integer)
1545         {
1546                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1547                 if (r_glsl_offsetmapping_reliefmapping.integer)
1548                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1549         }
1550         if (rsurfacepass == RSURFPASS_BACKGROUND)
1551         {
1552                 // distorted background
1553                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1554                         mode = SHADERMODE_WATER;
1555                 else
1556                         mode = SHADERMODE_REFRACTION;
1557         }
1558         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1559         {
1560                 // light source
1561                 mode = SHADERMODE_LIGHTSOURCE;
1562                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1563                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1564                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1565                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1566                 if (diffusescale > 0)
1567                         permutation |= SHADERPERMUTATION_DIFFUSE;
1568                 if (specularscale > 0)
1569                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1570                 if (r_refdef.fogenabled)
1571                         permutation |= SHADERPERMUTATION_FOG;
1572                 if (rsurface.texture->colormapping)
1573                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1574                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1575                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1576         }
1577         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1578         {
1579                 // unshaded geometry (fullbright or ambient model lighting)
1580                 mode = SHADERMODE_FLATCOLOR;
1581                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1582                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1583                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1584                         permutation |= SHADERPERMUTATION_GLOW;
1585                 if (r_refdef.fogenabled)
1586                         permutation |= SHADERPERMUTATION_FOG;
1587                 if (rsurface.texture->colormapping)
1588                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1589                 if (r_glsl_offsetmapping.integer)
1590                 {
1591                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1592                         if (r_glsl_offsetmapping_reliefmapping.integer)
1593                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1594                 }
1595                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1596                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1597                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1598                         permutation |= SHADERPERMUTATION_REFLECTION;
1599         }
1600         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1601         {
1602                 // directional model lighting
1603                 mode = SHADERMODE_LIGHTDIRECTION;
1604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1605                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1606                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1607                         permutation |= SHADERPERMUTATION_GLOW;
1608                 permutation |= SHADERPERMUTATION_DIFFUSE;
1609                 if (specularscale > 0)
1610                         permutation |= SHADERPERMUTATION_SPECULAR;
1611                 if (r_refdef.fogenabled)
1612                         permutation |= SHADERPERMUTATION_FOG;
1613                 if (rsurface.texture->colormapping)
1614                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1615                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1616                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1617                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1618                         permutation |= SHADERPERMUTATION_REFLECTION;
1619         }
1620         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1621         {
1622                 // ambient model lighting
1623                 mode = SHADERMODE_LIGHTDIRECTION;
1624                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1625                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1626                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1627                         permutation |= SHADERPERMUTATION_GLOW;
1628                 if (r_refdef.fogenabled)
1629                         permutation |= SHADERPERMUTATION_FOG;
1630                 if (rsurface.texture->colormapping)
1631                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1632                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1633                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1634                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1635                         permutation |= SHADERPERMUTATION_REFLECTION;
1636         }
1637         else
1638         {
1639                 // lightmapped wall
1640                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1641                 {
1642                         // deluxemapping (light direction texture)
1643                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1644                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1645                         else
1646                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1647                         permutation |= SHADERPERMUTATION_DIFFUSE;
1648                         if (specularscale > 0)
1649                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1650                 }
1651                 else if (r_glsl_deluxemapping.integer >= 2)
1652                 {
1653                         // fake deluxemapping (uniform light direction in tangentspace)
1654                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1655                         permutation |= SHADERPERMUTATION_DIFFUSE;
1656                         if (specularscale > 0)
1657                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1658                 }
1659                 else if (rsurface.uselightmaptexture)
1660                 {
1661                         // ordinary lightmapping (q1bsp, q3bsp)
1662                         mode = SHADERMODE_LIGHTMAP;
1663                 }
1664                 else
1665                 {
1666                         // ordinary vertex coloring (q3bsp)
1667                         mode = SHADERMODE_VERTEXCOLOR;
1668                 }
1669                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1670                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1671                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1672                         permutation |= SHADERPERMUTATION_GLOW;
1673                 if (r_refdef.fogenabled)
1674                         permutation |= SHADERPERMUTATION_FOG;
1675                 if (rsurface.texture->colormapping)
1676                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1677                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1678                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1679                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1680                         permutation |= SHADERPERMUTATION_REFLECTION;
1681         }
1682         R_SetupShader_SetPermutation(mode, permutation);
1683         if (mode == SHADERMODE_LIGHTSOURCE)
1684         {
1685                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1686                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1687                 {
1688                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1689                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1690                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1691                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1692                 }
1693                 else
1694                 {
1695                         // ambient only is simpler
1696                         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]);
1697                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1698                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1699                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1700                 }
1701                 // additive passes are only darkened by fog, not tinted
1702                 if (r_glsl_permutation->loc_FogColor >= 0)
1703                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1704         }
1705         else
1706         {
1707                 if (mode == SHADERMODE_LIGHTDIRECTION)
1708                 {
1709                         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);
1710                         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);
1711                         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);
1712                         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]);
1713                 }
1714                 else
1715                 {
1716                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1717                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1718                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1719                 }
1720                 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]);
1721                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1722                 // additive passes are only darkened by fog, not tinted
1723                 if (r_glsl_permutation->loc_FogColor >= 0)
1724                 {
1725                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1726                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1727                         else
1728                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1729                 }
1730                 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);
1731                 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]);
1732                 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]);
1733                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1734                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1735                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1736                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1737         }
1738         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1739         {
1740                 // The formula used is actually:
1741                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1742                 //   color.rgb *= SceneBrightness;
1743                 // simplified:
1744                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1745                 // and do [[calculations]] here in the engine
1746                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1747                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1748         }
1749         else
1750                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1751         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1752         if (r_glsl_permutation->loc_Color_Pants >= 0)
1753         {
1754                 if (rsurface.texture->currentskinframe->pants)
1755                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1756                 else
1757                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1758         }
1759         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1760         {
1761                 if (rsurface.texture->currentskinframe->shirt)
1762                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1763                 else
1764                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1765         }
1766         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1767         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1768         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1769         CHECKGLERROR
1770 }
1771
1772 #define SKINFRAME_HASH 1024
1773
1774 struct
1775 {
1776         int loadsequence; // incremented each level change
1777         memexpandablearray_t array;
1778         skinframe_t *hash[SKINFRAME_HASH];
1779 }
1780 r_skinframe;
1781
1782 void R_SkinFrame_PrepareForPurge(void)
1783 {
1784         r_skinframe.loadsequence++;
1785         // wrap it without hitting zero
1786         if (r_skinframe.loadsequence >= 200)
1787                 r_skinframe.loadsequence = 1;
1788 }
1789
1790 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1791 {
1792         if (!skinframe)
1793                 return;
1794         // mark the skinframe as used for the purging code
1795         skinframe->loadsequence = r_skinframe.loadsequence;
1796 }
1797
1798 void R_SkinFrame_Purge(void)
1799 {
1800         int i;
1801         skinframe_t *s;
1802         for (i = 0;i < SKINFRAME_HASH;i++)
1803         {
1804                 for (s = r_skinframe.hash[i];s;s = s->next)
1805                 {
1806                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1807                         {
1808                                 if (s->merged == s->base)
1809                                         s->merged = NULL;
1810                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1811                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1812                                 R_PurgeTexture(s->merged);s->merged = NULL;
1813                                 R_PurgeTexture(s->base  );s->base   = NULL;
1814                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1815                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1816                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1817                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1818                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1819                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1820                                 s->loadsequence = 0;
1821                         }
1822                 }
1823         }
1824 }
1825
1826 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1827         skinframe_t *item;
1828         char basename[MAX_QPATH];
1829
1830         Image_StripImageExtension(name, basename, sizeof(basename));
1831
1832         if( last == NULL ) {
1833                 int hashindex;
1834                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1835                 item = r_skinframe.hash[hashindex];
1836         } else {
1837                 item = last->next;
1838         }
1839
1840         // linearly search through the hash bucket
1841         for( ; item ; item = item->next ) {
1842                 if( !strcmp( item->basename, basename ) ) {
1843                         return item;
1844                 }
1845         }
1846         return NULL;
1847 }
1848
1849 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1850 {
1851         skinframe_t *item;
1852         int hashindex;
1853         char basename[MAX_QPATH];
1854
1855         Image_StripImageExtension(name, basename, sizeof(basename));
1856
1857         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1858         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1859                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1860                         break;
1861
1862         if (!item) {
1863                 rtexture_t *dyntexture;
1864                 // check whether its a dynamic texture
1865                 dyntexture = CL_GetDynTexture( basename );
1866                 if (!add && !dyntexture)
1867                         return NULL;
1868                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1869                 memset(item, 0, sizeof(*item));
1870                 strlcpy(item->basename, basename, sizeof(item->basename));
1871                 item->base = dyntexture; // either NULL or dyntexture handle
1872                 item->textureflags = textureflags;
1873                 item->comparewidth = comparewidth;
1874                 item->compareheight = compareheight;
1875                 item->comparecrc = comparecrc;
1876                 item->next = r_skinframe.hash[hashindex];
1877                 r_skinframe.hash[hashindex] = item;
1878         }
1879         else if( item->base == NULL )
1880         {
1881                 rtexture_t *dyntexture;
1882                 // check whether its a dynamic texture
1883                 // 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]
1884                 dyntexture = CL_GetDynTexture( basename );
1885                 item->base = dyntexture; // either NULL or dyntexture handle
1886         }
1887
1888         R_SkinFrame_MarkUsed(item);
1889         return item;
1890 }
1891
1892 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1893 {
1894         // FIXME: it should be possible to disable loading various layers using
1895         // cvars, to prevent wasted loading time and memory usage if the user does
1896         // not want them
1897         qboolean loadnormalmap = true;
1898         qboolean loadgloss = true;
1899         qboolean loadpantsandshirt = true;
1900         qboolean loadglow = true;
1901         int j;
1902         unsigned char *pixels;
1903         unsigned char *bumppixels;
1904         unsigned char *basepixels = NULL;
1905         int basepixels_width;
1906         int basepixels_height;
1907         skinframe_t *skinframe;
1908
1909         if (cls.state == ca_dedicated)
1910                 return NULL;
1911
1912         // return an existing skinframe if already loaded
1913         // if loading of the first image fails, don't make a new skinframe as it
1914         // would cause all future lookups of this to be missing
1915         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1916         if (skinframe && skinframe->base)
1917                 return skinframe;
1918
1919         basepixels = loadimagepixelsbgra(name, complain, true);
1920         if (basepixels == NULL)
1921                 return NULL;
1922
1923         // we've got some pixels to store, so really allocate this new texture now
1924         if (!skinframe)
1925                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1926         skinframe->stain = NULL;
1927         skinframe->merged = NULL;
1928         skinframe->base = r_texture_notexture;
1929         skinframe->pants = NULL;
1930         skinframe->shirt = NULL;
1931         skinframe->nmap = r_texture_blanknormalmap;
1932         skinframe->gloss = NULL;
1933         skinframe->glow = NULL;
1934         skinframe->fog = NULL;
1935
1936         basepixels_width = image_width;
1937         basepixels_height = image_height;
1938         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);
1939
1940         if (textureflags & TEXF_ALPHA)
1941         {
1942                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1943                         if (basepixels[j] < 255)
1944                                 break;
1945                 if (j < basepixels_width * basepixels_height * 4)
1946                 {
1947                         // has transparent pixels
1948                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949                         for (j = 0;j < image_width * image_height * 4;j += 4)
1950                         {
1951                                 pixels[j+0] = 255;
1952                                 pixels[j+1] = 255;
1953                                 pixels[j+2] = 255;
1954                                 pixels[j+3] = basepixels[j+3];
1955                         }
1956                         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);
1957                         Mem_Free(pixels);
1958                 }
1959         }
1960
1961         // _norm is the name used by tenebrae and has been adopted as standard
1962         if (loadnormalmap)
1963         {
1964                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1965                 {
1966                         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);
1967                         Mem_Free(pixels);
1968                         pixels = NULL;
1969                 }
1970                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1971                 {
1972                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1973                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1974                         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);
1975                         Mem_Free(pixels);
1976                         Mem_Free(bumppixels);
1977                 }
1978                 else if (r_shadow_bumpscale_basetexture.value > 0)
1979                 {
1980                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1981                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1982                         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);
1983                         Mem_Free(pixels);
1984                 }
1985         }
1986         // _luma is supported for tenebrae compatibility
1987         // (I think it's a very stupid name, but oh well)
1988         // _glow is the preferred name
1989         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;}
1990         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;}
1991         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;}
1992         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;}
1993
1994         if (basepixels)
1995                 Mem_Free(basepixels);
1996
1997         return skinframe;
1998 }
1999
2000 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)
2001 {
2002         int i;
2003         if (!force)
2004         {
2005                 for (i = 0;i < width*height;i++)
2006                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2007                                 break;
2008                 if (i == width*height)
2009                         return NULL;
2010         }
2011         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2012 }
2013
2014 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2015 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2016 {
2017         int i;
2018         unsigned char *temp1, *temp2;
2019         skinframe_t *skinframe;
2020
2021         if (cls.state == ca_dedicated)
2022                 return NULL;
2023
2024         // if already loaded just return it, otherwise make a new skinframe
2025         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2026         if (skinframe && skinframe->base)
2027                 return skinframe;
2028
2029         skinframe->stain = NULL;
2030         skinframe->merged = NULL;
2031         skinframe->base = r_texture_notexture;
2032         skinframe->pants = NULL;
2033         skinframe->shirt = NULL;
2034         skinframe->nmap = r_texture_blanknormalmap;
2035         skinframe->gloss = NULL;
2036         skinframe->glow = NULL;
2037         skinframe->fog = NULL;
2038
2039         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2040         if (!skindata)
2041                 return NULL;
2042
2043         if (r_shadow_bumpscale_basetexture.value > 0)
2044         {
2045                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2046                 temp2 = temp1 + width * height * 4;
2047                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2048                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2049                 Mem_Free(temp1);
2050         }
2051         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2052         if (textureflags & TEXF_ALPHA)
2053         {
2054                 for (i = 3;i < width * height * 4;i += 4)
2055                         if (skindata[i] < 255)
2056                                 break;
2057                 if (i < width * height * 4)
2058                 {
2059                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2060                         memcpy(fogpixels, skindata, width * height * 4);
2061                         for (i = 0;i < width * height * 4;i += 4)
2062                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2063                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2064                         Mem_Free(fogpixels);
2065                 }
2066         }
2067
2068         return skinframe;
2069 }
2070
2071 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2072 {
2073         int i;
2074         unsigned char *temp1, *temp2;
2075         skinframe_t *skinframe;
2076
2077         if (cls.state == ca_dedicated)
2078                 return NULL;
2079
2080         // if already loaded just return it, otherwise make a new skinframe
2081         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2082         if (skinframe && skinframe->base)
2083                 return skinframe;
2084
2085         skinframe->stain = NULL;
2086         skinframe->merged = NULL;
2087         skinframe->base = r_texture_notexture;
2088         skinframe->pants = NULL;
2089         skinframe->shirt = NULL;
2090         skinframe->nmap = r_texture_blanknormalmap;
2091         skinframe->gloss = NULL;
2092         skinframe->glow = NULL;
2093         skinframe->fog = NULL;
2094
2095         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2096         if (!skindata)
2097                 return NULL;
2098
2099         if (r_shadow_bumpscale_basetexture.value > 0)
2100         {
2101                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2102                 temp2 = temp1 + width * height * 4;
2103                 // use either a custom palette or the quake palette
2104                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2105                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2106                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2107                 Mem_Free(temp1);
2108         }
2109         // use either a custom palette, or the quake palette
2110         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
2111         if (loadglowtexture)
2112                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2113         if (loadpantsandshirt)
2114         {
2115                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2116                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2117         }
2118         if (skinframe->pants || skinframe->shirt)
2119                 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
2120         if (textureflags & TEXF_ALPHA)
2121         {
2122                 for (i = 0;i < width * height;i++)
2123                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2124                                 break;
2125                 if (i < width * height)
2126                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2127         }
2128
2129         return skinframe;
2130 }
2131
2132 skinframe_t *R_SkinFrame_LoadMissing(void)
2133 {
2134         skinframe_t *skinframe;
2135
2136         if (cls.state == ca_dedicated)
2137                 return NULL;
2138
2139         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2140         skinframe->stain = NULL;
2141         skinframe->merged = NULL;
2142         skinframe->base = r_texture_notexture;
2143         skinframe->pants = NULL;
2144         skinframe->shirt = NULL;
2145         skinframe->nmap = r_texture_blanknormalmap;
2146         skinframe->gloss = NULL;
2147         skinframe->glow = NULL;
2148         skinframe->fog = NULL;
2149
2150         return skinframe;
2151 }
2152
2153 void gl_main_start(void)
2154 {
2155         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2156         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2157
2158         // set up r_skinframe loading system for textures
2159         memset(&r_skinframe, 0, sizeof(r_skinframe));
2160         r_skinframe.loadsequence = 1;
2161         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2162
2163         r_main_texturepool = R_AllocTexturePool();
2164         R_BuildBlankTextures();
2165         R_BuildNoTexture();
2166         if (gl_texturecubemap)
2167         {
2168                 R_BuildWhiteCube();
2169                 R_BuildNormalizationCube();
2170         }
2171         r_texture_fogattenuation = NULL;
2172         r_texture_gammaramps = NULL;
2173         //r_texture_fogintensity = NULL;
2174         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2175         memset(&r_waterstate, 0, sizeof(r_waterstate));
2176         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2177         memset(&r_svbsp, 0, sizeof (r_svbsp));
2178
2179         r_refdef.fogmasktable_density = 0;
2180 }
2181
2182 void gl_main_shutdown(void)
2183 {
2184         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2185         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2186
2187         // clear out the r_skinframe state
2188         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2189         memset(&r_skinframe, 0, sizeof(r_skinframe));
2190
2191         if (r_svbsp.nodes)
2192                 Mem_Free(r_svbsp.nodes);
2193         memset(&r_svbsp, 0, sizeof (r_svbsp));
2194         R_FreeTexturePool(&r_main_texturepool);
2195         r_texture_blanknormalmap = NULL;
2196         r_texture_white = NULL;
2197         r_texture_grey128 = NULL;
2198         r_texture_black = NULL;
2199         r_texture_whitecube = NULL;
2200         r_texture_normalizationcube = NULL;
2201         r_texture_fogattenuation = NULL;
2202         r_texture_gammaramps = NULL;
2203         //r_texture_fogintensity = NULL;
2204         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2205         memset(&r_waterstate, 0, sizeof(r_waterstate));
2206         R_GLSL_Restart_f();
2207 }
2208
2209 extern void CL_ParseEntityLump(char *entitystring);
2210 void gl_main_newmap(void)
2211 {
2212         // FIXME: move this code to client
2213         int l;
2214         char *entities, entname[MAX_QPATH];
2215         if (cl.worldmodel)
2216         {
2217                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2218                 l = (int)strlen(entname) - 4;
2219                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2220                 {
2221                         memcpy(entname + l, ".ent", 5);
2222                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2223                         {
2224                                 CL_ParseEntityLump(entities);
2225                                 Mem_Free(entities);
2226                                 return;
2227                         }
2228                 }
2229                 if (cl.worldmodel->brush.entities)
2230                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2231         }
2232 }
2233
2234 void GL_Main_Init(void)
2235 {
2236         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2237
2238         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2239         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2240         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2241         if (gamemode == GAME_NEHAHRA)
2242         {
2243                 Cvar_RegisterVariable (&gl_fogenable);
2244                 Cvar_RegisterVariable (&gl_fogdensity);
2245                 Cvar_RegisterVariable (&gl_fogred);
2246                 Cvar_RegisterVariable (&gl_foggreen);
2247                 Cvar_RegisterVariable (&gl_fogblue);
2248                 Cvar_RegisterVariable (&gl_fogstart);
2249                 Cvar_RegisterVariable (&gl_fogend);
2250                 Cvar_RegisterVariable (&gl_skyclip);
2251         }
2252         Cvar_RegisterVariable(&r_depthfirst);
2253         Cvar_RegisterVariable(&r_nearclip);
2254         Cvar_RegisterVariable(&r_showbboxes);
2255         Cvar_RegisterVariable(&r_showsurfaces);
2256         Cvar_RegisterVariable(&r_showtris);
2257         Cvar_RegisterVariable(&r_shownormals);
2258         Cvar_RegisterVariable(&r_showlighting);
2259         Cvar_RegisterVariable(&r_showshadowvolumes);
2260         Cvar_RegisterVariable(&r_showcollisionbrushes);
2261         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2262         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2263         Cvar_RegisterVariable(&r_showdisabledepthtest);
2264         Cvar_RegisterVariable(&r_drawportals);
2265         Cvar_RegisterVariable(&r_drawentities);
2266         Cvar_RegisterVariable(&r_cullentities_trace);
2267         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2268         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2269         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2270         Cvar_RegisterVariable(&r_drawviewmodel);
2271         Cvar_RegisterVariable(&r_speeds);
2272         Cvar_RegisterVariable(&r_fullbrights);
2273         Cvar_RegisterVariable(&r_wateralpha);
2274         Cvar_RegisterVariable(&r_dynamic);
2275         Cvar_RegisterVariable(&r_fullbright);
2276         Cvar_RegisterVariable(&r_shadows);
2277         Cvar_RegisterVariable(&r_shadows_throwdistance);
2278         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2279         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2280         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2281         Cvar_RegisterVariable(&r_fog_exp2);
2282         Cvar_RegisterVariable(&r_textureunits);
2283         Cvar_RegisterVariable(&r_glsl);
2284         Cvar_RegisterVariable(&r_glsl_contrastboost);
2285         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2286         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2287         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2288         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2289         Cvar_RegisterVariable(&r_glsl_postprocess);
2290         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2291         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2292         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2293         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2294         Cvar_RegisterVariable(&r_glsl_usegeneric);
2295         Cvar_RegisterVariable(&r_water);
2296         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2297         Cvar_RegisterVariable(&r_water_clippingplanebias);
2298         Cvar_RegisterVariable(&r_water_refractdistort);
2299         Cvar_RegisterVariable(&r_water_reflectdistort);
2300         Cvar_RegisterVariable(&r_lerpsprites);
2301         Cvar_RegisterVariable(&r_lerpmodels);
2302         Cvar_RegisterVariable(&r_lerplightstyles);
2303         Cvar_RegisterVariable(&r_waterscroll);
2304         Cvar_RegisterVariable(&r_bloom);
2305         Cvar_RegisterVariable(&r_bloom_colorscale);
2306         Cvar_RegisterVariable(&r_bloom_brighten);
2307         Cvar_RegisterVariable(&r_bloom_blur);
2308         Cvar_RegisterVariable(&r_bloom_resolution);
2309         Cvar_RegisterVariable(&r_bloom_colorexponent);
2310         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2311         Cvar_RegisterVariable(&r_hdr);
2312         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2313         Cvar_RegisterVariable(&r_hdr_glowintensity);
2314         Cvar_RegisterVariable(&r_hdr_range);
2315         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2316         Cvar_RegisterVariable(&developer_texturelogging);
2317         Cvar_RegisterVariable(&gl_lightmaps);
2318         Cvar_RegisterVariable(&r_test);
2319         Cvar_RegisterVariable(&r_batchmode);
2320         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2321                 Cvar_SetValue("r_fullbrights", 0);
2322         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2323
2324         Cvar_RegisterVariable(&r_track_sprites);
2325         Cvar_RegisterVariable(&r_track_sprites_flags);
2326         Cvar_RegisterVariable(&r_track_sprites_scalew);
2327         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2328 }
2329
2330 extern void R_Textures_Init(void);
2331 extern void GL_Draw_Init(void);
2332 extern void GL_Main_Init(void);
2333 extern void R_Shadow_Init(void);
2334 extern void R_Sky_Init(void);
2335 extern void GL_Surf_Init(void);
2336 extern void R_Particles_Init(void);
2337 extern void R_Explosion_Init(void);
2338 extern void gl_backend_init(void);
2339 extern void Sbar_Init(void);
2340 extern void R_LightningBeams_Init(void);
2341 extern void Mod_RenderInit(void);
2342
2343 void Render_Init(void)
2344 {
2345         gl_backend_init();
2346         R_Textures_Init();
2347         GL_Main_Init();
2348         GL_Draw_Init();
2349         R_Shadow_Init();
2350         R_Sky_Init();
2351         GL_Surf_Init();
2352         Sbar_Init();
2353         R_Particles_Init();
2354         R_Explosion_Init();
2355         R_LightningBeams_Init();
2356         Mod_RenderInit();
2357 }
2358
2359 /*
2360 ===============
2361 GL_Init
2362 ===============
2363 */
2364 extern char *ENGINE_EXTENSIONS;
2365 void GL_Init (void)
2366 {
2367         VID_CheckExtensions();
2368
2369         // LordHavoc: report supported extensions
2370         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2371
2372         // clear to black (loading plaque will be seen over this)
2373         CHECKGLERROR
2374         qglClearColor(0,0,0,1);CHECKGLERROR
2375         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2376 }
2377
2378 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2379 {
2380         int i;
2381         mplane_t *p;
2382         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2383         {
2384                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2385                 if (i == 4)
2386                         continue;
2387                 p = r_refdef.view.frustum + i;
2388                 switch(p->signbits)
2389                 {
2390                 default:
2391                 case 0:
2392                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2393                                 return true;
2394                         break;
2395                 case 1:
2396                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2397                                 return true;
2398                         break;
2399                 case 2:
2400                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2401                                 return true;
2402                         break;
2403                 case 3:
2404                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2405                                 return true;
2406                         break;
2407                 case 4:
2408                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2409                                 return true;
2410                         break;
2411                 case 5:
2412                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2413                                 return true;
2414                         break;
2415                 case 6:
2416                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2417                                 return true;
2418                         break;
2419                 case 7:
2420                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2421                                 return true;
2422                         break;
2423                 }
2424         }
2425         return false;
2426 }
2427
2428 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2429 {
2430         int i;
2431         const mplane_t *p;
2432         for (i = 0;i < numplanes;i++)
2433         {
2434                 p = planes + i;
2435                 switch(p->signbits)
2436                 {
2437                 default:
2438                 case 0:
2439                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2440                                 return true;
2441                         break;
2442                 case 1:
2443                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2444                                 return true;
2445                         break;
2446                 case 2:
2447                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2448                                 return true;
2449                         break;
2450                 case 3:
2451                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2452                                 return true;
2453                         break;
2454                 case 4:
2455                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2456                                 return true;
2457                         break;
2458                 case 5:
2459                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2460                                 return true;
2461                         break;
2462                 case 6:
2463                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2464                                 return true;
2465                         break;
2466                 case 7:
2467                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2468                                 return true;
2469                         break;
2470                 }
2471         }
2472         return false;
2473 }
2474
2475 //==================================================================================
2476
2477 static void R_View_UpdateEntityVisible (void)
2478 {
2479         int i, renderimask;
2480         entity_render_t *ent;
2481
2482         if (!r_drawentities.integer)
2483                 return;
2484
2485         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2486         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2487         {
2488                 // worldmodel can check visibility
2489                 for (i = 0;i < r_refdef.scene.numentities;i++)
2490                 {
2491                         ent = r_refdef.scene.entities[i];
2492                         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));
2493
2494                 }
2495                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2496                 {
2497                         for (i = 0;i < r_refdef.scene.numentities;i++)
2498                         {
2499                                 ent = r_refdef.scene.entities[i];
2500                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2501                                 {
2502                                         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))
2503                                                 ent->last_trace_visibility = realtime;
2504                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2505                                                 r_refdef.viewcache.entityvisible[i] = 0;
2506                                 }
2507                         }
2508                 }
2509         }
2510         else
2511         {
2512                 // no worldmodel or it can't check visibility
2513                 for (i = 0;i < r_refdef.scene.numentities;i++)
2514                 {
2515                         ent = r_refdef.scene.entities[i];
2516                         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));
2517                 }
2518         }
2519 }
2520
2521 // only used if skyrendermasked, and normally returns false
2522 int R_DrawBrushModelsSky (void)
2523 {
2524         int i, sky;
2525         entity_render_t *ent;
2526
2527         if (!r_drawentities.integer)
2528                 return false;
2529
2530         sky = false;
2531         for (i = 0;i < r_refdef.scene.numentities;i++)
2532         {
2533                 if (!r_refdef.viewcache.entityvisible[i])
2534                         continue;
2535                 ent = r_refdef.scene.entities[i];
2536                 if (!ent->model || !ent->model->DrawSky)
2537                         continue;
2538                 ent->model->DrawSky(ent);
2539                 sky = true;
2540         }
2541         return sky;
2542 }
2543
2544 static void R_DrawNoModel(entity_render_t *ent);
2545 static void R_DrawModels(void)
2546 {
2547         int i;
2548         entity_render_t *ent;
2549
2550         if (!r_drawentities.integer)
2551                 return;
2552
2553         for (i = 0;i < r_refdef.scene.numentities;i++)
2554         {
2555                 if (!r_refdef.viewcache.entityvisible[i])
2556                         continue;
2557                 ent = r_refdef.scene.entities[i];
2558                 r_refdef.stats.entities++;
2559                 if (ent->model && ent->model->Draw != NULL)
2560                         ent->model->Draw(ent);
2561                 else
2562                         R_DrawNoModel(ent);
2563         }
2564 }
2565
2566 static void R_DrawModelsDepth(void)
2567 {
2568         int i;
2569         entity_render_t *ent;
2570
2571         if (!r_drawentities.integer)
2572                 return;
2573
2574         for (i = 0;i < r_refdef.scene.numentities;i++)
2575         {
2576                 if (!r_refdef.viewcache.entityvisible[i])
2577                         continue;
2578                 ent = r_refdef.scene.entities[i];
2579                 if (ent->model && ent->model->DrawDepth != NULL)
2580                         ent->model->DrawDepth(ent);
2581         }
2582 }
2583
2584 static void R_DrawModelsDebug(void)
2585 {
2586         int i;
2587         entity_render_t *ent;
2588
2589         if (!r_drawentities.integer)
2590                 return;
2591
2592         for (i = 0;i < r_refdef.scene.numentities;i++)
2593         {
2594                 if (!r_refdef.viewcache.entityvisible[i])
2595                         continue;
2596                 ent = r_refdef.scene.entities[i];
2597                 if (ent->model && ent->model->DrawDebug != NULL)
2598                         ent->model->DrawDebug(ent);
2599         }
2600 }
2601
2602 static void R_DrawModelsAddWaterPlanes(void)
2603 {
2604         int i;
2605         entity_render_t *ent;
2606
2607         if (!r_drawentities.integer)
2608                 return;
2609
2610         for (i = 0;i < r_refdef.scene.numentities;i++)
2611         {
2612                 if (!r_refdef.viewcache.entityvisible[i])
2613                         continue;
2614                 ent = r_refdef.scene.entities[i];
2615                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2616                         ent->model->DrawAddWaterPlanes(ent);
2617         }
2618 }
2619
2620 static void R_View_SetFrustum(void)
2621 {
2622         int i;
2623         double slopex, slopey;
2624         vec3_t forward, left, up, origin;
2625
2626         // we can't trust r_refdef.view.forward and friends in reflected scenes
2627         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2628
2629 #if 0
2630         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2631         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2632         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2633         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2634         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2635         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2636         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2637         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2638         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2639         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2640         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2641         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2642 #endif
2643
2644 #if 0
2645         zNear = r_refdef.nearclip;
2646         nudge = 1.0 - 1.0 / (1<<23);
2647         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2648         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2649         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2650         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2651         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2652         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2653         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2654         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2655 #endif
2656
2657
2658
2659 #if 0
2660         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2661         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2662         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2663         r_refdef.view.frustum[0].dist = m[15] - m[12];
2664
2665         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2666         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2667         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2668         r_refdef.view.frustum[1].dist = m[15] + m[12];
2669
2670         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2671         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2672         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2673         r_refdef.view.frustum[2].dist = m[15] - m[13];
2674
2675         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2676         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2677         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2678         r_refdef.view.frustum[3].dist = m[15] + m[13];
2679
2680         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2681         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2682         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2683         r_refdef.view.frustum[4].dist = m[15] - m[14];
2684
2685         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2686         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2687         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2688         r_refdef.view.frustum[5].dist = m[15] + m[14];
2689 #endif
2690
2691         if (r_refdef.view.useperspective)
2692         {
2693                 slopex = 1.0 / r_refdef.view.frustum_x;
2694                 slopey = 1.0 / r_refdef.view.frustum_y;
2695                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2696                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2697                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2698                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2699                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2700
2701                 // Leaving those out was a mistake, those were in the old code, and they
2702                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2703                 // I couldn't reproduce it after adding those normalizations. --blub
2704                 VectorNormalize(r_refdef.view.frustum[0].normal);
2705                 VectorNormalize(r_refdef.view.frustum[1].normal);
2706                 VectorNormalize(r_refdef.view.frustum[2].normal);
2707                 VectorNormalize(r_refdef.view.frustum[3].normal);
2708
2709                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2710                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2711                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2712                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2713                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2714
2715                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2716                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2717                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2718                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2719                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2720         }
2721         else
2722         {
2723                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2724                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2725                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2726                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2727                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2728                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2729                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2730                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2731                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2732                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2733         }
2734         r_refdef.view.numfrustumplanes = 5;
2735
2736         if (r_refdef.view.useclipplane)
2737         {
2738                 r_refdef.view.numfrustumplanes = 6;
2739                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2740         }
2741
2742         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2743                 PlaneClassify(r_refdef.view.frustum + i);
2744
2745         // LordHavoc: note to all quake engine coders, Quake had a special case
2746         // for 90 degrees which assumed a square view (wrong), so I removed it,
2747         // Quake2 has it disabled as well.
2748
2749         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2750         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2751         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2752         //PlaneClassify(&frustum[0]);
2753
2754         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2755         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2756         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2757         //PlaneClassify(&frustum[1]);
2758
2759         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2760         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2761         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2762         //PlaneClassify(&frustum[2]);
2763
2764         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2765         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2766         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2767         //PlaneClassify(&frustum[3]);
2768
2769         // nearclip plane
2770         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2771         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2772         //PlaneClassify(&frustum[4]);
2773 }
2774
2775 void R_View_Update(void)
2776 {
2777         R_View_SetFrustum();
2778         R_View_WorldVisibility(r_refdef.view.useclipplane);
2779         R_View_UpdateEntityVisible();
2780 }
2781
2782 void R_SetupView(qboolean allowwaterclippingplane)
2783 {
2784         if (!r_refdef.view.useperspective)
2785                 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);
2786         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2787                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2788         else
2789                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2790
2791         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2792
2793         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2794         {
2795                 // LordHavoc: couldn't figure out how to make this approach the
2796                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2797                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2798                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2799                         dist = r_refdef.view.clipplane.dist;
2800                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2801         }
2802 }
2803
2804 void R_ResetViewRendering2D(void)
2805 {
2806         DrawQ_Finish();
2807
2808         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2809         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2810         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2811         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2812         GL_Color(1, 1, 1, 1);
2813         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2814         GL_BlendFunc(GL_ONE, GL_ZERO);
2815         GL_AlphaTest(false);
2816         GL_ScissorTest(false);
2817         GL_DepthMask(false);
2818         GL_DepthRange(0, 1);
2819         GL_DepthTest(false);
2820         R_Mesh_Matrix(&identitymatrix);
2821         R_Mesh_ResetTextureState();
2822         GL_PolygonOffset(0, 0);
2823         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2824         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2825         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2826         qglStencilMask(~0);CHECKGLERROR
2827         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2828         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2829         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2830         R_SetupGenericShader(true);
2831 }
2832
2833 void R_ResetViewRendering3D(void)
2834 {
2835         DrawQ_Finish();
2836
2837         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2838         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2839         R_SetupView(true);
2840         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2841         GL_Color(1, 1, 1, 1);
2842         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2843         GL_BlendFunc(GL_ONE, GL_ZERO);
2844         GL_AlphaTest(false);
2845         GL_ScissorTest(true);
2846         GL_DepthMask(true);
2847         GL_DepthRange(0, 1);
2848         GL_DepthTest(true);
2849         R_Mesh_Matrix(&identitymatrix);
2850         R_Mesh_ResetTextureState();
2851         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2852         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2853         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2854         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2855         qglStencilMask(~0);CHECKGLERROR
2856         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2857         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2858         GL_CullFace(r_refdef.view.cullface_back);
2859         R_SetupGenericShader(true);
2860 }
2861
2862 void R_RenderScene(qboolean addwaterplanes);
2863
2864 static void R_Water_StartFrame(void)
2865 {
2866         int i;
2867         int waterwidth, waterheight, texturewidth, textureheight;
2868         r_waterstate_waterplane_t *p;
2869
2870         // set waterwidth and waterheight to the water resolution that will be
2871         // used (often less than the screen resolution for faster rendering)
2872         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2873         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2874
2875         // calculate desired texture sizes
2876         // can't use water if the card does not support the texture size
2877         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2878                 texturewidth = textureheight = waterwidth = waterheight = 0;
2879         else if (gl_support_arb_texture_non_power_of_two)
2880         {
2881                 texturewidth = waterwidth;
2882                 textureheight = waterheight;
2883         }
2884         else
2885         {
2886                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2887                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2888         }
2889
2890         // allocate textures as needed
2891         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2892         {
2893                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2894                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2895                 {
2896                         if (p->texture_refraction)
2897                                 R_FreeTexture(p->texture_refraction);
2898                         p->texture_refraction = NULL;
2899                         if (p->texture_reflection)
2900                                 R_FreeTexture(p->texture_reflection);
2901                         p->texture_reflection = NULL;
2902                 }
2903                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2904                 r_waterstate.waterwidth = waterwidth;
2905                 r_waterstate.waterheight = waterheight;
2906                 r_waterstate.texturewidth = texturewidth;
2907                 r_waterstate.textureheight = textureheight;
2908         }
2909
2910         if (r_waterstate.waterwidth)
2911         {
2912                 r_waterstate.enabled = true;
2913
2914                 // set up variables that will be used in shader setup
2915                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2917                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2918                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2919         }
2920
2921         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2922         r_waterstate.numwaterplanes = 0;
2923 }
2924
2925 static void R_Water_AddWaterPlane(msurface_t *surface)
2926 {
2927         int triangleindex, planeindex;
2928         const int *e;
2929         vec3_t vert[3];
2930         vec3_t normal;
2931         vec3_t center;
2932         mplane_t plane;
2933         r_waterstate_waterplane_t *p;
2934         // just use the first triangle with a valid normal for any decisions
2935         VectorClear(normal);
2936         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2937         {
2938                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2939                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2940                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2941                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2942                 if (VectorLength2(normal) >= 0.001)
2943                         break;
2944         }
2945
2946         VectorCopy(normal, plane.normal);
2947         VectorNormalize(plane.normal);
2948         plane.dist = DotProduct(vert[0], plane.normal);
2949         PlaneClassify(&plane);
2950         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2951         {
2952                 // skip backfaces (except if nocullface is set)
2953                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2954                         return;
2955                 VectorNegate(plane.normal, plane.normal);
2956                 plane.dist *= -1;
2957                 PlaneClassify(&plane);
2958         }
2959
2960
2961         // find a matching plane if there is one
2962         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2963                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2964                         break;
2965         if (planeindex >= r_waterstate.maxwaterplanes)
2966                 return; // nothing we can do, out of planes
2967
2968         // if this triangle does not fit any known plane rendered this frame, add one
2969         if (planeindex >= r_waterstate.numwaterplanes)
2970         {
2971                 // store the new plane
2972                 r_waterstate.numwaterplanes++;
2973                 p->plane = plane;
2974                 // clear materialflags and pvs
2975                 p->materialflags = 0;
2976                 p->pvsvalid = false;
2977         }
2978         // merge this surface's materialflags into the waterplane
2979         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2980         // merge this surface's PVS into the waterplane
2981         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2982         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2983          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2984         {
2985                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2986                 p->pvsvalid = true;
2987         }
2988 }
2989
2990 static void R_Water_ProcessPlanes(void)
2991 {
2992         r_refdef_view_t originalview;
2993         int planeindex;
2994         r_waterstate_waterplane_t *p;
2995
2996         originalview = r_refdef.view;
2997
2998         // make sure enough textures are allocated
2999         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3000         {
3001                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3002                 {
3003                         if (!p->texture_refraction)
3004                                 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);
3005                         if (!p->texture_refraction)
3006                                 goto error;
3007                 }
3008
3009                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3010                 {
3011                         if (!p->texture_reflection)
3012                                 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);
3013                         if (!p->texture_reflection)
3014                                 goto error;
3015                 }
3016         }
3017
3018         // render views
3019         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3020         {
3021                 r_refdef.view.showdebug = false;
3022                 r_refdef.view.width = r_waterstate.waterwidth;
3023                 r_refdef.view.height = r_waterstate.waterheight;
3024                 r_refdef.view.useclipplane = true;
3025                 r_waterstate.renderingscene = true;
3026
3027                 // render the normal view scene and copy into texture
3028                 // (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)
3029                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3030                 {
3031                         r_refdef.view.clipplane = p->plane;
3032                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3033                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3034                         PlaneClassify(&r_refdef.view.clipplane);
3035
3036                         R_RenderScene(false);
3037
3038                         // copy view into the screen texture
3039                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3040                         GL_ActiveTexture(0);
3041                         CHECKGLERROR
3042                         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
3043                 }
3044
3045                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3046                 {
3047                         // render reflected scene and copy into texture
3048                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3049                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3050                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3051                         r_refdef.view.clipplane = p->plane;
3052                         // reverse the cullface settings for this render
3053                         r_refdef.view.cullface_front = GL_FRONT;
3054                         r_refdef.view.cullface_back = GL_BACK;
3055                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3056                         {
3057                                 r_refdef.view.usecustompvs = true;
3058                                 if (p->pvsvalid)
3059                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3060                                 else
3061                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3062                         }
3063
3064                         R_ResetViewRendering3D();
3065                         R_ClearScreen(r_refdef.fogenabled);
3066                         if (r_timereport_active)
3067                                 R_TimeReport("viewclear");
3068
3069                         R_RenderScene(false);
3070
3071                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3072                         GL_ActiveTexture(0);
3073                         CHECKGLERROR
3074                         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
3075
3076                         R_ResetViewRendering3D();
3077                         R_ClearScreen(r_refdef.fogenabled);
3078                         if (r_timereport_active)
3079                                 R_TimeReport("viewclear");
3080                 }
3081
3082                 r_refdef.view = originalview;
3083                 r_refdef.view.clear = true;
3084                 r_waterstate.renderingscene = false;
3085         }
3086         return;
3087 error:
3088         r_refdef.view = originalview;
3089         r_waterstate.renderingscene = false;
3090         Cvar_SetValueQuick(&r_water, 0);
3091         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3092         return;
3093 }
3094
3095 void R_Bloom_StartFrame(void)
3096 {
3097         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3098
3099         // set bloomwidth and bloomheight to the bloom resolution that will be
3100         // used (often less than the screen resolution for faster rendering)
3101         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3102         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3103         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3104         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3105         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3106
3107         // calculate desired texture sizes
3108         if (gl_support_arb_texture_non_power_of_two)
3109         {
3110                 screentexturewidth = r_refdef.view.width;
3111                 screentextureheight = r_refdef.view.height;
3112                 bloomtexturewidth = r_bloomstate.bloomwidth;
3113                 bloomtextureheight = r_bloomstate.bloomheight;
3114         }
3115         else
3116         {
3117                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3118                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3119                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3120                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3121         }
3122
3123         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))
3124         {
3125                 Cvar_SetValueQuick(&r_hdr, 0);
3126                 Cvar_SetValueQuick(&r_bloom, 0);
3127         }
3128
3129         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3130                 screentexturewidth = screentextureheight = 0;
3131         if (!r_hdr.integer && !r_bloom.integer)
3132                 bloomtexturewidth = bloomtextureheight = 0;
3133
3134         // allocate textures as needed
3135         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3136         {
3137                 if (r_bloomstate.texture_screen)
3138                         R_FreeTexture(r_bloomstate.texture_screen);
3139                 r_bloomstate.texture_screen = NULL;
3140                 r_bloomstate.screentexturewidth = screentexturewidth;
3141                 r_bloomstate.screentextureheight = screentextureheight;
3142                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3143                         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);
3144         }
3145         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3146         {
3147                 if (r_bloomstate.texture_bloom)
3148                         R_FreeTexture(r_bloomstate.texture_bloom);
3149                 r_bloomstate.texture_bloom = NULL;
3150                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3151                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3152                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3153                         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);
3154         }
3155
3156         // set up a texcoord array for the full resolution screen image
3157         // (we have to keep this around to copy back during final render)
3158         r_bloomstate.screentexcoord2f[0] = 0;
3159         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3160         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3161         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3162         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3163         r_bloomstate.screentexcoord2f[5] = 0;
3164         r_bloomstate.screentexcoord2f[6] = 0;
3165         r_bloomstate.screentexcoord2f[7] = 0;
3166
3167         // set up a texcoord array for the reduced resolution bloom image
3168         // (which will be additive blended over the screen image)
3169         r_bloomstate.bloomtexcoord2f[0] = 0;
3170         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3171         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3172         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3173         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3174         r_bloomstate.bloomtexcoord2f[5] = 0;
3175         r_bloomstate.bloomtexcoord2f[6] = 0;
3176         r_bloomstate.bloomtexcoord2f[7] = 0;
3177
3178         if (r_hdr.integer || r_bloom.integer)
3179         {
3180                 r_bloomstate.enabled = true;
3181                 r_bloomstate.hdr = r_hdr.integer != 0;
3182         }
3183 }
3184
3185 void R_Bloom_CopyBloomTexture(float colorscale)
3186 {
3187         r_refdef.stats.bloom++;
3188
3189         // scale down screen texture to the bloom texture size
3190         CHECKGLERROR
3191         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3192         GL_BlendFunc(GL_ONE, GL_ZERO);
3193         GL_Color(colorscale, colorscale, colorscale, 1);
3194         // TODO: optimize with multitexture or GLSL
3195         R_SetupGenericShader(true);
3196         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3197         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3198         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3199         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3200
3201         // we now have a bloom image in the framebuffer
3202         // copy it into the bloom image texture for later processing
3203         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204         GL_ActiveTexture(0);
3205         CHECKGLERROR
3206         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
3207         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3208 }
3209
3210 void R_Bloom_CopyHDRTexture(void)
3211 {
3212         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3213         GL_ActiveTexture(0);
3214         CHECKGLERROR
3215         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
3216         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3217 }
3218
3219 void R_Bloom_MakeTexture(void)
3220 {
3221         int x, range, dir;
3222         float xoffset, yoffset, r, brighten;
3223
3224         r_refdef.stats.bloom++;
3225
3226         R_ResetViewRendering2D();
3227         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228         R_Mesh_ColorPointer(NULL, 0, 0);
3229         R_SetupGenericShader(true);
3230
3231         // we have a bloom image in the framebuffer
3232         CHECKGLERROR
3233         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3234
3235         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3236         {
3237                 x *= 2;
3238                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3239                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3240                 GL_Color(r, r, r, 1);
3241                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3243                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3244                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3245
3246                 // copy the vertically blurred bloom view to a texture
3247                 GL_ActiveTexture(0);
3248                 CHECKGLERROR
3249                 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
3250                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3251         }
3252
3253         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3254         brighten = r_bloom_brighten.value;
3255         if (r_hdr.integer)
3256                 brighten *= r_hdr_range.value;
3257         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3258         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3259
3260         for (dir = 0;dir < 2;dir++)
3261         {
3262                 // blend on at multiple vertical offsets to achieve a vertical blur
3263                 // TODO: do offset blends using GLSL
3264                 GL_BlendFunc(GL_ONE, GL_ZERO);
3265                 for (x = -range;x <= range;x++)
3266                 {
3267                         if (!dir){xoffset = 0;yoffset = x;}
3268                         else {xoffset = x;yoffset = 0;}
3269                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3270                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3271                         // compute a texcoord array with the specified x and y offset
3272                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3273                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3274                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3275                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3276                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3277                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3278                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3279                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3280                         // this r value looks like a 'dot' particle, fading sharply to
3281                         // black at the edges
3282                         // (probably not realistic but looks good enough)
3283                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3284                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3285                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3286                         GL_Color(r, r, r, 1);
3287                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289                         GL_BlendFunc(GL_ONE, GL_ONE);
3290                 }
3291
3292                 // copy the vertically blurred bloom view to a texture
3293                 GL_ActiveTexture(0);
3294                 CHECKGLERROR
3295                 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
3296                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297         }
3298
3299         // apply subtract last
3300         // (just like it would be in a GLSL shader)
3301         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3302         {
3303                 GL_BlendFunc(GL_ONE, GL_ZERO);
3304                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306                 GL_Color(1, 1, 1, 1);
3307                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3308                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3309
3310                 GL_BlendFunc(GL_ONE, GL_ONE);
3311                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3312                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3313                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3314                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3315                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3316                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3318
3319                 // copy the darkened bloom view to a texture
3320                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3321                 GL_ActiveTexture(0);
3322                 CHECKGLERROR
3323                 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
3324                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3325         }
3326 }
3327
3328 void R_HDR_RenderBloomTexture(void)
3329 {
3330         int oldwidth, oldheight;
3331         float oldcolorscale;
3332
3333         oldcolorscale = r_refdef.view.colorscale;
3334         oldwidth = r_refdef.view.width;
3335         oldheight = r_refdef.view.height;
3336         r_refdef.view.width = r_bloomstate.bloomwidth;
3337         r_refdef.view.height = r_bloomstate.bloomheight;
3338
3339         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3340         // TODO: add exposure compensation features
3341         // TODO: add fp16 framebuffer support
3342
3343         r_refdef.view.showdebug = false;
3344         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3345
3346         R_ClearScreen(r_refdef.fogenabled);
3347         if (r_timereport_active)
3348                 R_TimeReport("HDRclear");
3349
3350         r_waterstate.numwaterplanes = 0;
3351         R_RenderScene(r_waterstate.enabled);
3352         r_refdef.view.showdebug = true;
3353
3354         R_ResetViewRendering2D();
3355
3356         R_Bloom_CopyHDRTexture();
3357         R_Bloom_MakeTexture();
3358
3359         // restore the view settings
3360         r_refdef.view.width = oldwidth;
3361         r_refdef.view.height = oldheight;
3362         r_refdef.view.colorscale = oldcolorscale;
3363
3364         R_ResetViewRendering3D();
3365
3366         R_ClearScreen(r_refdef.fogenabled);
3367         if (r_timereport_active)
3368                 R_TimeReport("viewclear");
3369 }
3370
3371 static void R_BlendView(void)
3372 {
3373         if (r_bloomstate.texture_screen)
3374         {
3375                 // copy view into the screen texture
3376                 R_ResetViewRendering2D();
3377                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3378                 R_Mesh_ColorPointer(NULL, 0, 0);
3379                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3380                 GL_ActiveTexture(0);CHECKGLERROR
3381                 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
3382                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3383         }
3384
3385         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3386         {
3387                 unsigned int permutation =
3388                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3389                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3390                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3391                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3392
3393                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3394                 {
3395                         // render simple bloom effect
3396                         // copy the screen and shrink it and darken it for the bloom process
3397                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3398                         // make the bloom texture
3399                         R_Bloom_MakeTexture();
3400                 }
3401
3402                 R_ResetViewRendering2D();
3403                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3404                 R_Mesh_ColorPointer(NULL, 0, 0);
3405                 GL_Color(1, 1, 1, 1);
3406                 GL_BlendFunc(GL_ONE, GL_ZERO);
3407                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3408                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3409                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3410                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3411                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3412                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3413                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3414                 if (r_glsl_permutation->loc_TintColor >= 0)
3415                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3416                 if (r_glsl_permutation->loc_ClientTime >= 0)
3417                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3418                 if (r_glsl_permutation->loc_PixelSize >= 0)
3419                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3420                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3421                 {
3422                         float a=0, b=0, c=0, d=0;
3423                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3424                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3425                 }
3426                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3427                 {
3428                         float a=0, b=0, c=0, d=0;
3429                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3430                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3431                 }
3432                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3433                 {
3434                         float a=0, b=0, c=0, d=0;
3435                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3436                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3437                 }
3438                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3439                 {
3440                         float a=0, b=0, c=0, d=0;
3441                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3442                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3443                 }
3444                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3446                 return;
3447         }
3448
3449
3450
3451         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3452         {
3453                 // render high dynamic range bloom effect
3454                 // the bloom texture was made earlier this render, so we just need to
3455                 // blend it onto the screen...
3456                 R_ResetViewRendering2D();
3457                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458                 R_Mesh_ColorPointer(NULL, 0, 0);
3459                 R_SetupGenericShader(true);
3460                 GL_Color(1, 1, 1, 1);
3461                 GL_BlendFunc(GL_ONE, GL_ONE);
3462                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3465                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3466         }
3467         else if (r_bloomstate.texture_bloom)
3468         {
3469                 // render simple bloom effect
3470                 // copy the screen and shrink it and darken it for the bloom process
3471                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3472                 // make the bloom texture
3473                 R_Bloom_MakeTexture();
3474                 // put the original screen image back in place and blend the bloom
3475                 // texture on it
3476                 R_ResetViewRendering2D();
3477                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3478                 R_Mesh_ColorPointer(NULL, 0, 0);
3479                 GL_Color(1, 1, 1, 1);
3480                 GL_BlendFunc(GL_ONE, GL_ZERO);
3481                 // do both in one pass if possible
3482                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3483                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3484                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3485                 {
3486                         R_SetupGenericTwoTextureShader(GL_ADD);
3487                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3488                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3489                 }
3490                 else
3491                 {
3492                         R_SetupGenericShader(true);
3493                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3494                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3495                         // now blend on the bloom texture
3496                         GL_BlendFunc(GL_ONE, GL_ONE);
3497                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3498                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3499                 }
3500                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3501                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3502         }
3503         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3504         {
3505                 // apply a color tint to the whole view
3506                 R_ResetViewRendering2D();
3507                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3508                 R_Mesh_ColorPointer(NULL, 0, 0);
3509                 R_SetupGenericShader(false);
3510                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3511                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3512                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3513         }
3514 }
3515
3516 void R_RenderScene(qboolean addwaterplanes);
3517
3518 matrix4x4_t r_waterscrollmatrix;
3519
3520 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3521 {
3522         if (r_refdef.fog_density)
3523         {
3524                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3525                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3526                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3527
3528                 {
3529                         vec3_t fogvec;
3530                         VectorCopy(r_refdef.fogcolor, fogvec);
3531                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3532                         {
3533                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3534                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3535                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3536                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3537                         }
3538                         //   color.rgb *= ContrastBoost * SceneBrightness;
3539                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3540                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3541                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3542                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3543                 }
3544         }
3545 }
3546
3547 void R_UpdateVariables(void)
3548 {
3549         R_Textures_Frame();
3550
3551         r_refdef.farclip = 4096;
3552         if (r_refdef.scene.worldmodel)
3553                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3554         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3555
3556         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3557                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3558         r_refdef.polygonfactor = 0;
3559         r_refdef.polygonoffset = 0;
3560         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3561         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3562
3563         r_refdef.rtworld = r_shadow_realtime_world.integer;
3564         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3565         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3566         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3567         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3568         if (r_showsurfaces.integer)
3569         {
3570                 r_refdef.rtworld = false;
3571                 r_refdef.rtworldshadows = false;
3572                 r_refdef.rtdlight = false;
3573                 r_refdef.rtdlightshadows = false;
3574                 r_refdef.lightmapintensity = 0;
3575         }
3576
3577         if (gamemode == GAME_NEHAHRA)
3578         {
3579                 if (gl_fogenable.integer)
3580                 {
3581                         r_refdef.oldgl_fogenable = true;
3582                         r_refdef.fog_density = gl_fogdensity.value;
3583                         r_refdef.fog_red = gl_fogred.value;
3584                         r_refdef.fog_green = gl_foggreen.value;
3585                         r_refdef.fog_blue = gl_fogblue.value;
3586                         r_refdef.fog_alpha = 1;
3587                         r_refdef.fog_start = 0;
3588                         r_refdef.fog_end = gl_skyclip.value;
3589                 }
3590                 else if (r_refdef.oldgl_fogenable)
3591                 {
3592                         r_refdef.oldgl_fogenable = false;
3593                         r_refdef.fog_density = 0;
3594                         r_refdef.fog_red = 0;
3595                         r_refdef.fog_green = 0;
3596                         r_refdef.fog_blue = 0;
3597                         r_refdef.fog_alpha = 0;
3598                         r_refdef.fog_start = 0;
3599                         r_refdef.fog_end = 0;
3600                 }
3601         }
3602
3603         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3604         r_refdef.fog_start = max(0, r_refdef.fog_start);
3605         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3606
3607         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3608
3609         if (r_refdef.fog_density)
3610         {
3611                 r_refdef.fogenabled = true;
3612                 // this is the point where the fog reaches 0.9986 alpha, which we
3613                 // consider a good enough cutoff point for the texture
3614                 // (0.9986 * 256 == 255.6)
3615                 if (r_fog_exp2.integer)
3616                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3617                 else
3618                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3619                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3620                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3621                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3622                 // fog color was already set
3623                 // update the fog texture
3624                 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)
3625                         R_BuildFogTexture();
3626         }
3627         else
3628                 r_refdef.fogenabled = false;
3629
3630         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3631         {
3632                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3633                 {
3634                         // build GLSL gamma texture
3635 #define RAMPWIDTH 256
3636                         unsigned short ramp[RAMPWIDTH * 3];
3637                         unsigned char ramprgb[RAMPWIDTH][4];
3638                         int i;
3639
3640                         r_texture_gammaramps_serial = vid_gammatables_serial;
3641
3642                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3643                         for(i = 0; i < RAMPWIDTH; ++i)
3644                         {
3645                                 ramprgb[i][0] = ramp[i] >> 8;
3646                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3647                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3648                                 ramprgb[i][3] = 0;
3649                         }
3650                         if (r_texture_gammaramps)
3651                         {
3652                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3653                         }
3654                         else
3655                         {
3656                                 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);
3657                         }
3658                 }
3659         }
3660         else
3661         {
3662                 // remove GLSL gamma texture
3663         }
3664 }
3665
3666 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3667 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3668 /*
3669 ================
3670 R_SelectScene
3671 ================
3672 */
3673 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3674         if( scenetype != r_currentscenetype ) {
3675                 // store the old scenetype
3676                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3677                 r_currentscenetype = scenetype;
3678                 // move in the new scene
3679                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3680         }
3681 }
3682
3683 /*
3684 ================
3685 R_GetScenePointer
3686 ================
3687 */
3688 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3689 {
3690         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3691         if( scenetype == r_currentscenetype ) {
3692                 return &r_refdef.scene;
3693         } else {
3694                 return &r_scenes_store[ scenetype ];
3695         }
3696 }
3697
3698 /*
3699 ================
3700 R_RenderView
3701 ================
3702 */
3703 void R_RenderView(void)
3704 {
3705         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3706                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3707
3708         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3709
3710         // break apart the view matrix into vectors for various purposes
3711         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3712         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3713         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3714         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3715         // make an inverted copy of the view matrix for tracking sprites
3716         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3717
3718         R_Shadow_UpdateWorldLightSelection();
3719
3720         R_Bloom_StartFrame();
3721         R_Water_StartFrame();
3722
3723         CHECKGLERROR
3724         if (r_timereport_active)
3725                 R_TimeReport("viewsetup");
3726
3727         R_ResetViewRendering3D();
3728
3729         if (r_refdef.view.clear || r_refdef.fogenabled)
3730         {
3731                 R_ClearScreen(r_refdef.fogenabled);
3732                 if (r_timereport_active)
3733                         R_TimeReport("viewclear");
3734         }
3735         r_refdef.view.clear = true;
3736
3737         r_refdef.view.showdebug = true;
3738
3739         // this produces a bloom texture to be used in R_BlendView() later
3740         if (r_hdr.integer)
3741                 R_HDR_RenderBloomTexture();
3742
3743         r_waterstate.numwaterplanes = 0;
3744         R_RenderScene(r_waterstate.enabled);
3745
3746         R_BlendView();
3747         if (r_timereport_active)
3748                 R_TimeReport("blendview");
3749
3750         GL_Scissor(0, 0, vid.width, vid.height);
3751         GL_ScissorTest(false);
3752         CHECKGLERROR
3753 }
3754
3755 extern void R_DrawLightningBeams (void);
3756 extern void VM_CL_AddPolygonsToMeshQueue (void);
3757 extern void R_DrawPortals (void);
3758 extern cvar_t cl_locs_show;
3759 static void R_DrawLocs(void);
3760 static void R_DrawEntityBBoxes(void);
3761 void R_RenderScene(qboolean addwaterplanes)
3762 {
3763         r_refdef.stats.renders++;
3764
3765         R_UpdateFogColor();
3766
3767         if (addwaterplanes)
3768         {
3769                 R_ResetViewRendering3D();
3770
3771                 R_View_Update();
3772                 if (r_timereport_active)
3773                         R_TimeReport("watervis");
3774
3775                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3776                 {
3777                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3778                         if (r_timereport_active)
3779                                 R_TimeReport("waterworld");
3780                 }
3781
3782                 // don't let sound skip if going slow
3783                 if (r_refdef.scene.extraupdate)
3784                         S_ExtraUpdate ();
3785
3786                 R_DrawModelsAddWaterPlanes();
3787                 if (r_timereport_active)
3788                         R_TimeReport("watermodels");
3789
3790                 R_Water_ProcessPlanes();
3791                 if (r_timereport_active)
3792                         R_TimeReport("waterscenes");
3793         }
3794
3795         R_ResetViewRendering3D();
3796
3797         // don't let sound skip if going slow
3798         if (r_refdef.scene.extraupdate)
3799                 S_ExtraUpdate ();
3800
3801         R_MeshQueue_BeginScene();
3802
3803         R_SkyStartFrame();
3804
3805         R_View_Update();
3806         if (r_timereport_active)
3807                 R_TimeReport("visibility");
3808
3809         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);
3810
3811         if (cl.csqc_vidvars.drawworld)
3812         {
3813                 // don't let sound skip if going slow
3814                 if (r_refdef.scene.extraupdate)
3815                         S_ExtraUpdate ();
3816
3817                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3818                 {
3819                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3820                         if (r_timereport_active)
3821                                 R_TimeReport("worldsky");
3822                 }
3823
3824                 if (R_DrawBrushModelsSky() && r_timereport_active)
3825                         R_TimeReport("bmodelsky");
3826         }
3827
3828         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3829         {
3830                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3831                 if (r_timereport_active)
3832                         R_TimeReport("worlddepth");
3833         }
3834         if (r_depthfirst.integer >= 2)
3835         {
3836                 R_DrawModelsDepth();
3837                 if (r_timereport_active)
3838                         R_TimeReport("modeldepth");
3839         }
3840
3841         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3842         {
3843                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3844                 if (r_timereport_active)
3845                         R_TimeReport("world");
3846         }
3847
3848         // don't let sound skip if going slow
3849         if (r_refdef.scene.extraupdate)
3850                 S_ExtraUpdate ();
3851
3852         R_DrawModels();
3853         if (r_timereport_active)
3854                 R_TimeReport("models");
3855
3856         // don't let sound skip if going slow
3857         if (r_refdef.scene.extraupdate)
3858                 S_ExtraUpdate ();
3859
3860         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3861         {
3862                 R_DrawModelShadows();
3863
3864                 R_ResetViewRendering3D();
3865
3866                 // don't let sound skip if going slow
3867                 if (r_refdef.scene.extraupdate)
3868                         S_ExtraUpdate ();
3869         }
3870
3871         R_ShadowVolumeLighting(false);
3872         if (r_timereport_active)
3873                 R_TimeReport("rtlights");
3874
3875         // don't let sound skip if going slow
3876         if (r_refdef.scene.extraupdate)
3877                 S_ExtraUpdate ();
3878
3879         if (cl.csqc_vidvars.drawworld)
3880         {
3881                 R_DrawLightningBeams();
3882                 if (r_timereport_active)
3883                         R_TimeReport("lightning");
3884
3885                 R_DrawDecals();
3886                 if (r_timereport_active)
3887                         R_TimeReport("decals");
3888
3889                 R_DrawParticles();
3890                 if (r_timereport_active)
3891                         R_TimeReport("particles");
3892
3893                 R_DrawExplosions();
3894                 if (r_timereport_active)
3895                         R_TimeReport("explosions");
3896         }
3897
3898         R_SetupGenericShader(true);
3899         VM_CL_AddPolygonsToMeshQueue();
3900
3901         if (r_refdef.view.showdebug)
3902         {
3903                 if (cl_locs_show.integer)
3904                 {
3905                         R_DrawLocs();
3906                         if (r_timereport_active)
3907                                 R_TimeReport("showlocs");
3908                 }
3909
3910                 if (r_drawportals.integer)
3911                 {
3912                         R_DrawPortals();
3913                         if (r_timereport_active)
3914                                 R_TimeReport("portals");
3915                 }
3916
3917                 if (r_showbboxes.value > 0)
3918                 {
3919                         R_DrawEntityBBoxes();
3920                         if (r_timereport_active)
3921                                 R_TimeReport("bboxes");
3922                 }
3923         }
3924
3925         R_SetupGenericShader(true);
3926         R_MeshQueue_RenderTransparent();
3927         if (r_timereport_active)
3928                 R_TimeReport("drawtrans");
3929
3930         R_SetupGenericShader(true);
3931
3932         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))
3933         {
3934                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3935                 if (r_timereport_active)
3936                         R_TimeReport("worlddebug");
3937                 R_DrawModelsDebug();
3938                 if (r_timereport_active)
3939                         R_TimeReport("modeldebug");
3940         }
3941
3942         R_SetupGenericShader(true);
3943
3944         if (cl.csqc_vidvars.drawworld)
3945         {
3946                 R_DrawCoronas();
3947                 if (r_timereport_active)
3948                         R_TimeReport("coronas");
3949         }
3950
3951         // don't let sound skip if going slow
3952         if (r_refdef.scene.extraupdate)
3953                 S_ExtraUpdate ();
3954
3955         R_ResetViewRendering2D();
3956 }
3957
3958 static const int bboxelements[36] =
3959 {
3960         5, 1, 3, 5, 3, 7,
3961         6, 2, 0, 6, 0, 4,
3962         7, 3, 2, 7, 2, 6,
3963         4, 0, 1, 4, 1, 5,
3964         4, 5, 7, 4, 7, 6,
3965         1, 0, 2, 1, 2, 3,
3966 };
3967
3968 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3969 {
3970         int i;
3971         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3972         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3973         GL_DepthMask(false);
3974         GL_DepthRange(0, 1);
3975         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3976         R_Mesh_Matrix(&identitymatrix);
3977         R_Mesh_ResetTextureState();
3978
3979         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3980         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3981         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3982         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3983         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3984         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3985         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3986         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3987         R_FillColors(color4f, 8, cr, cg, cb, ca);
3988         if (r_refdef.fogenabled)
3989         {
3990                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3991                 {
3992                         f1 = FogPoint_World(v);
3993                         f2 = 1 - f1;
3994                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3995                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3996                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3997                 }
3998         }
3999         R_Mesh_VertexPointer(vertex3f, 0, 0);
4000         R_Mesh_ColorPointer(color4f, 0, 0);
4001         R_Mesh_ResetTextureState();
4002         R_SetupGenericShader(false);
4003         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
4004 }
4005
4006 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4007 {
4008         int i;
4009         float color[4];
4010         prvm_edict_t *edict;
4011         // this function draws bounding boxes of server entities
4012         if (!sv.active)
4013                 return;
4014         R_SetupGenericShader(false);
4015         SV_VM_Begin();
4016         for (i = 0;i < numsurfaces;i++)
4017         {
4018                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4019                 switch ((int)edict->fields.server->solid)
4020                 {
4021                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4022                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4023                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4024                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4025                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4026                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4027                 }
4028                 color[3] *= r_showbboxes.value;
4029                 color[3] = bound(0, color[3], 1);
4030                 GL_DepthTest(!r_showdisabledepthtest.integer);
4031                 GL_CullFace(r_refdef.view.cullface_front);
4032                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4033         }
4034         SV_VM_End();
4035 }
4036
4037 static void R_DrawEntityBBoxes(void)
4038 {
4039         int i;
4040         prvm_edict_t *edict;
4041         vec3_t center;
4042         // this function draws bounding boxes of server entities
4043         if (!sv.active)
4044                 return;
4045         SV_VM_Begin();
4046         for (i = 0;i < prog->num_edicts;i++)
4047         {
4048                 edict = PRVM_EDICT_NUM(i);
4049                 if (edict->priv.server->free)
4050                         continue;
4051                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4052                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4053         }
4054         SV_VM_End();
4055 }
4056
4057 int nomodelelements[24] =
4058 {
4059         5, 2, 0,
4060         5, 1, 2,
4061         5, 0, 3,
4062         5, 3, 1,
4063         0, 2, 4,
4064         2, 1, 4,
4065         3, 0, 4,
4066         1, 3, 4
4067 };
4068
4069 float nomodelvertex3f[6*3] =
4070 {
4071         -16,   0,   0,
4072          16,   0,   0,
4073           0, -16,   0,
4074           0,  16,   0,
4075           0,   0, -16,
4076           0,   0,  16
4077 };
4078
4079 float nomodelcolor4f[6*4] =
4080 {
4081         0.0f, 0.0f, 0.5f, 1.0f,
4082         0.0f, 0.0f, 0.5f, 1.0f,
4083         0.0f, 0.5f, 0.0f, 1.0f,
4084         0.0f, 0.5f, 0.0f, 1.0f,
4085         0.5f, 0.0f, 0.0f, 1.0f,
4086         0.5f, 0.0f, 0.0f, 1.0f
4087 };
4088
4089 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4090 {
4091         int i;
4092         float f1, f2, *c;
4093         float color4f[6*4];
4094         // this is only called once per entity so numsurfaces is always 1, and
4095         // surfacelist is always {0}, so this code does not handle batches
4096         R_Mesh_Matrix(&ent->matrix);
4097
4098         if (ent->flags & EF_ADDITIVE)
4099         {
4100                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4101                 GL_DepthMask(false);
4102         }
4103         else if (ent->alpha < 1)
4104         {
4105                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4106                 GL_DepthMask(false);
4107         }
4108         else
4109         {
4110                 GL_BlendFunc(GL_ONE, GL_ZERO);
4111                 GL_DepthMask(true);
4112         }
4113         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4114         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4115         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4116         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4117         R_SetupGenericShader(false);
4118         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4119         if (r_refdef.fogenabled)
4120         {
4121                 vec3_t org;
4122                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4123                 R_Mesh_ColorPointer(color4f, 0, 0);
4124                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4125                 f1 = FogPoint_World(org);
4126                 f2 = 1 - f1;
4127                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4128                 {
4129                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4130                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4131                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4132                         c[3] *= ent->alpha;
4133                 }
4134         }
4135         else if (ent->alpha != 1)
4136         {
4137                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4138                 R_Mesh_ColorPointer(color4f, 0, 0);
4139                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4140                         c[3] *= ent->alpha;
4141         }
4142         else
4143                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4144         R_Mesh_ResetTextureState();
4145         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4146 }
4147
4148 void R_DrawNoModel(entity_render_t *ent)
4149 {
4150         vec3_t org;
4151         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4152         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4153                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4154         //else
4155         //      R_DrawNoModelCallback(ent, 0);
4156 }
4157
4158 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4159 {
4160         vec3_t right1, right2, diff, normal;
4161
4162         VectorSubtract (org2, org1, normal);
4163
4164         // calculate 'right' vector for start
4165         VectorSubtract (r_refdef.view.origin, org1, diff);
4166         CrossProduct (normal, diff, right1);
4167         VectorNormalize (right1);
4168
4169         // calculate 'right' vector for end
4170         VectorSubtract (r_refdef.view.origin, org2, diff);
4171         CrossProduct (normal, diff, right2);
4172         VectorNormalize (right2);
4173
4174         vert[ 0] = org1[0] + width * right1[0];
4175         vert[ 1] = org1[1] + width * right1[1];
4176         vert[ 2] = org1[2] + width * right1[2];
4177         vert[ 3] = org1[0] - width * right1[0];
4178         vert[ 4] = org1[1] - width * right1[1];
4179         vert[ 5] = org1[2] - width * right1[2];
4180         vert[ 6] = org2[0] - width * right2[0];
4181         vert[ 7] = org2[1] - width * right2[1];
4182         vert[ 8] = org2[2] - width * right2[2];
4183         vert[ 9] = org2[0] + width * right2[0];
4184         vert[10] = org2[1] + width * right2[1];
4185         vert[11] = org2[2] + width * right2[2];
4186 }
4187
4188 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4189
4190 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)
4191 {
4192         float fog = 1.0f;
4193         float vertex3f[12];
4194
4195         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4196                 fog = FogPoint_World(origin);
4197
4198         R_Mesh_Matrix(&identitymatrix);
4199         GL_BlendFunc(blendfunc1, blendfunc2);
4200
4201         if(v_flipped_state)
4202         {
4203                 scalex1 = -scalex1;
4204                 scalex2 = -scalex2;
4205                 GL_CullFace(r_refdef.view.cullface_front);
4206         }
4207         else
4208                 GL_CullFace(r_refdef.view.cullface_back);
4209         GL_CullFace(GL_NONE);
4210
4211         GL_DepthMask(false);
4212         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4213         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4214         GL_DepthTest(!depthdisable);
4215
4216         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4217         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4218         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4219         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4220         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4221         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4222         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4223         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4224         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4225         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4226         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4227         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4228
4229         R_Mesh_VertexPointer(vertex3f, 0, 0);
4230         R_Mesh_ColorPointer(NULL, 0, 0);
4231         R_Mesh_ResetTextureState();
4232         R_SetupGenericShader(true);
4233         R_Mesh_TexBind(0, R_GetTexture(texture));
4234         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4235         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4236         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4237         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4238
4239         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4240         {
4241                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4242                 GL_BlendFunc(blendfunc1, GL_ONE);
4243                 fog = 1 - fog;
4244                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4245                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4246         }
4247 }
4248
4249 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4250 {
4251         int i;
4252         float *vertex3f;
4253         float v[3];
4254         VectorSet(v, x, y, z);
4255         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4256                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4257                         break;
4258         if (i == mesh->numvertices)
4259         {
4260                 if (mesh->numvertices < mesh->maxvertices)
4261                 {
4262                         VectorCopy(v, vertex3f);
4263                         mesh->numvertices++;
4264                 }
4265                 return mesh->numvertices;
4266         }
4267         else
4268                 return i;
4269 }
4270
4271 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4272 {
4273         int i;
4274         int *e, element[3];
4275         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4276         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4277         e = mesh->element3i + mesh->numtriangles * 3;
4278         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4279         {
4280                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4281                 if (mesh->numtriangles < mesh->maxtriangles)
4282                 {
4283                         *e++ = element[0];
4284                         *e++ = element[1];
4285                         *e++ = element[2];
4286                         mesh->numtriangles++;
4287                 }
4288                 element[1] = element[2];
4289         }
4290 }
4291
4292 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4293 {
4294         int i;
4295         int *e, element[3];
4296         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4297         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4298         e = mesh->element3i + mesh->numtriangles * 3;
4299         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4300         {
4301                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4302                 if (mesh->numtriangles < mesh->maxtriangles)
4303                 {
4304                         *e++ = element[0];
4305                         *e++ = element[1];
4306                         *e++ = element[2];
4307                         mesh->numtriangles++;
4308                 }
4309                 element[1] = element[2];
4310         }
4311 }
4312
4313 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4314 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4315 {
4316         int planenum, planenum2;
4317         int w;
4318         int tempnumpoints;
4319         mplane_t *plane, *plane2;
4320         double maxdist;
4321         double temppoints[2][256*3];
4322         // figure out how large a bounding box we need to properly compute this brush
4323         maxdist = 0;
4324         for (w = 0;w < numplanes;w++)
4325                 maxdist = max(maxdist, planes[w].dist);
4326         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4327         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4328         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4329         {
4330                 w = 0;
4331                 tempnumpoints = 4;
4332                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4333                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4334                 {
4335                         if (planenum2 == planenum)
4336                                 continue;
4337                         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);
4338                         w = !w;
4339                 }
4340                 if (tempnumpoints < 3)
4341                         continue;
4342                 // generate elements forming a triangle fan for this polygon
4343                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4344         }
4345 }
4346
4347 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)
4348 {
4349         texturelayer_t *layer;
4350         layer = t->currentlayers + t->currentnumlayers++;
4351         layer->type = type;
4352         layer->depthmask = depthmask;
4353         layer->blendfunc1 = blendfunc1;
4354         layer->blendfunc2 = blendfunc2;
4355         layer->texture = texture;
4356         layer->texmatrix = *matrix;
4357         layer->color[0] = r * r_refdef.view.colorscale;
4358         layer->color[1] = g * r_refdef.view.colorscale;
4359         layer->color[2] = b * r_refdef.view.colorscale;
4360         layer->color[3] = a;
4361 }
4362
4363 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4364 {
4365         double index, f;
4366         index = parms[2] + r_refdef.scene.time * parms[3];
4367         index -= floor(index);
4368         switch (func)
4369         {
4370         default:
4371         case Q3WAVEFUNC_NONE:
4372         case Q3WAVEFUNC_NOISE:
4373         case Q3WAVEFUNC_COUNT:
4374                 f = 0;
4375                 break;
4376         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4377         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4378         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4379         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4380         case Q3WAVEFUNC_TRIANGLE:
4381                 index *= 4;
4382                 f = index - floor(index);
4383                 if (index < 1)
4384                         f = f;
4385                 else if (index < 2)
4386                         f = 1 - f;
4387                 else if (index < 3)
4388                         f = -f;
4389                 else
4390                         f = -(1 - f);
4391                 break;
4392         }
4393         return (float)(parms[0] + parms[1] * f);
4394 }
4395
4396 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4397 {
4398         int i;
4399         model_t *model = ent->model;
4400         float f;
4401         float tcmat[12];
4402         q3shaderinfo_layer_tcmod_t *tcmod;
4403
4404         // switch to an alternate material if this is a q1bsp animated material
4405         {
4406                 texture_t *texture = t;
4407                 int s = ent->skinnum;
4408                 if ((unsigned int)s >= (unsigned int)model->numskins)
4409                         s = 0;
4410                 if (model->skinscenes)
4411                 {
4412                         if (model->skinscenes[s].framecount > 1)
4413                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4414                         else
4415                                 s = model->skinscenes[s].firstframe;
4416                 }
4417                 if (s > 0)
4418                         t = t + s * model->num_surfaces;
4419                 if (t->animated)
4420                 {
4421                         // use an alternate animation if the entity's frame is not 0,
4422                         // and only if the texture has an alternate animation
4423                         if (ent->frame2 != 0 && t->anim_total[1])
4424                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4425                         else
4426                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4427                 }
4428                 texture->currentframe = t;
4429         }
4430
4431         // update currentskinframe to be a qw skin or animation frame
4432         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4433         {
4434                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4435                 {
4436                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4437                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4438                         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);
4439                 }
4440                 t->currentskinframe = r_qwskincache_skinframe[i];
4441                 if (t->currentskinframe == NULL)
4442                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4443         }
4444         else if (t->numskinframes >= 2)
4445                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4446         if (t->backgroundnumskinframes >= 2)
4447                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4448
4449         t->currentmaterialflags = t->basematerialflags;
4450         t->currentalpha = ent->alpha;
4451         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4452         {
4453                 t->currentalpha *= r_wateralpha.value;
4454                 /*
4455                  * FIXME what is this supposed to do?
4456                 // if rendering refraction/reflection, disable transparency
4457                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4458                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4459                 */
4460         }
4461         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4462                 t->currentalpha *= t->r_water_wateralpha;
4463         if(!r_waterstate.enabled)
4464                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4465         if (!(ent->flags & RENDER_LIGHT))
4466                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4467         else if (rsurface.modeltexcoordlightmap2f == NULL)
4468         {
4469                 // pick a model lighting mode
4470                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4471                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4472                 else
4473                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4474         }
4475         if (ent->effects & EF_ADDITIVE)
4476                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4477         else if (t->currentalpha < 1)
4478                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4479         if (ent->effects & EF_DOUBLESIDED)
4480                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4481         if (ent->effects & EF_NODEPTHTEST)
4482                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4483         if (ent->flags & RENDER_VIEWMODEL)
4484                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4485         if (t->backgroundnumskinframes)
4486                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4487         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4488         {
4489                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4490                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4491         }
4492         else
4493                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4494
4495         // there is no tcmod
4496         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4497                 t->currenttexmatrix = r_waterscrollmatrix;
4498
4499         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4500         {
4501                 matrix4x4_t matrix;
4502                 switch(tcmod->tcmod)
4503                 {
4504                 case Q3TCMOD_COUNT:
4505                 case Q3TCMOD_NONE:
4506                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4507                                 matrix = r_waterscrollmatrix;
4508                         else
4509                                 matrix = identitymatrix;
4510                         break;
4511                 case Q3TCMOD_ENTITYTRANSLATE:
4512                         // this is used in Q3 to allow the gamecode to control texcoord
4513                         // scrolling on the entity, which is not supported in darkplaces yet.
4514                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4515                         break;
4516                 case Q3TCMOD_ROTATE:
4517                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4518                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4519                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4520                         break;
4521                 case Q3TCMOD_SCALE:
4522                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4523                         break;
4524                 case Q3TCMOD_SCROLL:
4525                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4526                         break;
4527                 case Q3TCMOD_STRETCH:
4528                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4529                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4530                         break;
4531                 case Q3TCMOD_TRANSFORM:
4532                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4533                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4534                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4535                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4536                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4537                         break;
4538                 case Q3TCMOD_TURBULENT:
4539                         // this is handled in the RSurf_PrepareVertices function
4540                         matrix = identitymatrix;
4541                         break;
4542                 }
4543                 // either replace or concatenate the transformation
4544                 if (i < 1)
4545                         t->currenttexmatrix = matrix;
4546                 else
4547                 {
4548                         matrix4x4_t temp = t->currenttexmatrix;
4549                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4550                 }
4551         }
4552
4553         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4554         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4555         t->glosstexture = r_texture_black;
4556         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4557         t->backgroundglosstexture = r_texture_black;
4558         t->specularpower = r_shadow_glossexponent.value;
4559         // TODO: store reference values for these in the texture?
4560         t->specularscale = 0;
4561         if (r_shadow_gloss.integer > 0)
4562         {
4563                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4564                 {
4565                         if (r_shadow_glossintensity.value > 0)
4566                         {
4567                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4568                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4569                                 t->specularscale = r_shadow_glossintensity.value;
4570                         }
4571                 }
4572                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4573                 {
4574                         t->glosstexture = r_texture_white;
4575                         t->backgroundglosstexture = r_texture_white;
4576                         t->specularscale = r_shadow_gloss2intensity.value;
4577                 }
4578         }
4579
4580         // lightmaps mode looks bad with dlights using actual texturing, so turn
4581         // off the colormap and glossmap, but leave the normalmap on as it still
4582         // accurately represents the shading involved
4583         if (gl_lightmaps.integer)
4584         {
4585                 t->basetexture = r_texture_grey128;
4586                 t->backgroundbasetexture = NULL;
4587                 t->specularscale = 0;
4588                 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4589                 t->currentmaterialflags |= MATERIALFLAG_WALL;
4590         }
4591
4592         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4593         VectorClear(t->dlightcolor);
4594         t->currentnumlayers = 0;
4595         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4596         {
4597                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4598                 {
4599                         int blendfunc1, blendfunc2, depthmask;
4600                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4601                         {
4602                                 blendfunc1 = GL_SRC_ALPHA;
4603                                 blendfunc2 = GL_ONE;
4604                         }
4605                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4606                         {
4607                                 blendfunc1 = GL_SRC_ALPHA;
4608                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4609                         }
4610                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4611                         {
4612                                 blendfunc1 = t->customblendfunc[0];
4613                                 blendfunc2 = t->customblendfunc[1];
4614                         }
4615                         else
4616                         {
4617                                 blendfunc1 = GL_ONE;
4618                                 blendfunc2 = GL_ZERO;
4619                         }
4620                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4621                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4622                         {
4623                                 int layerflags = 0;
4624                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4625                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4626                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4627                                 {
4628                                         // fullbright is not affected by r_refdef.lightmapintensity
4629                                         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]);
4630                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4631                                                 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]);
4632                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4633                                                 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]);
4634                                 }
4635                                 else
4636                                 {
4637                                         vec3_t ambientcolor;
4638                                         float colorscale;
4639                                         // set the color tint used for lights affecting this surface
4640                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4641                                         colorscale = 2;
4642                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4643                                         // would normally be baked into the lightmap must be
4644                                         // applied to the color
4645                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4646                                         if (ent->model->type == mod_brushq3)
4647                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4648                                         colorscale *= r_refdef.lightmapintensity;
4649                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4650                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4651                                         // basic lit geometry
4652                                         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]);
4653                                         // add pants/shirt if needed
4654                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4655                                                 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]);
4656                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4657                                                 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]);
4658                                         // now add ambient passes if needed
4659                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4660                                         {
4661                                                 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]);
4662                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4663                                                         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]);
4664                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4665                                                         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]);
4666                                         }
4667                                 }
4668                                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4669                                         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]);
4670                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4671                                 {
4672                                         // if this is opaque use alpha blend which will darken the earlier
4673                                         // passes cheaply.
4674                                         //
4675                                         // if this is an alpha blended material, all the earlier passes
4676                                         // were darkened by fog already, so we only need to add the fog
4677                                         // color ontop through the fog mask texture
4678                                         //
4679                                         // if this is an additive blended material, all the earlier passes
4680                                         // were darkened by fog already, and we should not add fog color
4681                                         // (because the background was not darkened, there is no fog color
4682                                         // that was lost behind it).
4683                                         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]);
4684                                 }
4685                         }
4686                 }
4687         }
4688 }
4689
4690 void R_UpdateAllTextureInfo(entity_render_t *ent)
4691 {
4692         int i;
4693         if (ent->model)
4694                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4695                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4696 }
4697
4698 rsurfacestate_t rsurface;
4699
4700 void R_Mesh_ResizeArrays(int newvertices)
4701 {
4702         float *base;
4703         if (rsurface.array_size >= newvertices)
4704                 return;
4705         if (rsurface.array_modelvertex3f)
4706                 Mem_Free(rsurface.array_modelvertex3f);
4707         rsurface.array_size = (newvertices + 1023) & ~1023;
4708         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4709         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4710         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4711         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4712         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4713         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4714         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4715         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4716         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4717         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4718         rsurface.array_color4f           = base + rsurface.array_size * 27;
4719         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4720 }
4721
4722 void RSurf_ActiveWorldEntity(void)
4723 {
4724         model_t *model = r_refdef.scene.worldmodel;
4725         if (rsurface.array_size < model->surfmesh.num_vertices)
4726                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4727         rsurface.matrix = identitymatrix;
4728         rsurface.inversematrix = identitymatrix;
4729         R_Mesh_Matrix(&identitymatrix);
4730         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4731         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4732         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4733         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4734         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4735         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4736         rsurface.frameblend[0].frame = 0;
4737         rsurface.frameblend[0].lerp = 1;
4738         rsurface.frameblend[1].frame = 0;
4739         rsurface.frameblend[1].lerp = 0;
4740         rsurface.frameblend[2].frame = 0;
4741         rsurface.frameblend[2].lerp = 0;
4742         rsurface.frameblend[3].frame = 0;
4743         rsurface.frameblend[3].lerp = 0;
4744         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4745         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4746         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4747         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4748         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4749         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4750         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4751         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4752         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4753         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4754         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4755         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4756         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4757         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4758         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4759         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4760         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4761         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4762         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4763         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4764         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4765         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4766         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4767         rsurface.modelelement3i = model->surfmesh.data_element3i;
4768         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4769         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4770         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4771         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4772         rsurface.modelsurfaces = model->data_surfaces;
4773         rsurface.generatedvertex = false;
4774         rsurface.vertex3f  = rsurface.modelvertex3f;
4775         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4776         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4777         rsurface.svector3f = rsurface.modelsvector3f;
4778         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4779         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4780         rsurface.tvector3f = rsurface.modeltvector3f;
4781         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4782         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4783         rsurface.normal3f  = rsurface.modelnormal3f;
4784         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4785         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4786         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4787 }
4788
4789 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4790 {
4791         model_t *model = ent->model;
4792         if (rsurface.array_size < model->surfmesh.num_vertices)
4793                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4794         rsurface.matrix = ent->matrix;
4795         rsurface.inversematrix = ent->inversematrix;
4796         R_Mesh_Matrix(&rsurface.matrix);
4797         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4798         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4799         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4800         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4801         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4802         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4803         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4804         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4805         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4806         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4807         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4808         rsurface.frameblend[0] = ent->frameblend[0];
4809         rsurface.frameblend[1] = ent->frameblend[1];
4810         rsurface.frameblend[2] = ent->frameblend[2];
4811         rsurface.frameblend[3] = ent->frameblend[3];
4812         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4813         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4814         if (ent->model->brush.submodel)
4815         {
4816                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4817                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4818         }
4819         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4820         {
4821                 if (wanttangents)
4822                 {
4823                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4824                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4825                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4826                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4827                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4828                 }
4829                 else if (wantnormals)
4830                 {
4831                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4832                         rsurface.modelsvector3f = NULL;
4833                         rsurface.modeltvector3f = NULL;
4834                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4835                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4836                 }
4837                 else
4838                 {
4839                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4840                         rsurface.modelsvector3f = NULL;
4841                         rsurface.modeltvector3f = NULL;
4842                         rsurface.modelnormal3f = NULL;
4843                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4844                 }
4845                 rsurface.modelvertex3f_bufferobject = 0;
4846                 rsurface.modelvertex3f_bufferoffset = 0;
4847                 rsurface.modelsvector3f_bufferobject = 0;
4848                 rsurface.modelsvector3f_bufferoffset = 0;
4849                 rsurface.modeltvector3f_bufferobject = 0;
4850                 rsurface.modeltvector3f_bufferoffset = 0;
4851                 rsurface.modelnormal3f_bufferobject = 0;
4852                 rsurface.modelnormal3f_bufferoffset = 0;
4853                 rsurface.generatedvertex = true;
4854         }
4855         else
4856         {
4857                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4858                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4859                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4860                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4861                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4862                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4863                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4864                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4865                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4866                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4867                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4868                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4869                 rsurface.generatedvertex = false;
4870         }
4871         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4872         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4873         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4874         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4875         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4876         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4877         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4878         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4879         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4880         rsurface.modelelement3i = model->surfmesh.data_element3i;
4881         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4882         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4883         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4884         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4885         rsurface.modelsurfaces = model->data_surfaces;
4886         rsurface.vertex3f  = rsurface.modelvertex3f;
4887         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4888         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4889         rsurface.svector3f = rsurface.modelsvector3f;
4890         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4891         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4892         rsurface.tvector3f = rsurface.modeltvector3f;
4893         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4894         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4895         rsurface.normal3f  = rsurface.modelnormal3f;
4896         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4897         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4898         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4899 }
4900
4901 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4902 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4903 {
4904         int deformindex;
4905         int texturesurfaceindex;
4906         int i, j;
4907         float amplitude;
4908         float animpos;
4909         float scale;
4910         const float *v1, *in_tc;
4911         float *out_tc;
4912         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4913         float waveparms[4];
4914         q3shaderinfo_deform_t *deform;
4915         // 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
4916         if (rsurface.generatedvertex)
4917         {
4918                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4919                         generatenormals = true;
4920                 for (i = 0;i < Q3MAXDEFORMS;i++)
4921                 {
4922                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4923                         {
4924                                 generatetangents = true;
4925                                 generatenormals = true;
4926                         }
4927                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4928                                 generatenormals = true;
4929                 }
4930                 if (generatenormals && !rsurface.modelnormal3f)
4931                 {
4932                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4933                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4934                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4935                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4936                 }
4937                 if (generatetangents && !rsurface.modelsvector3f)
4938                 {
4939                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4940                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4941                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4942                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4943                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4944                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4945                         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);
4946                 }
4947         }
4948         rsurface.vertex3f  = rsurface.modelvertex3f;
4949         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4950         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4951         rsurface.svector3f = rsurface.modelsvector3f;
4952         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4953         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4954         rsurface.tvector3f = rsurface.modeltvector3f;
4955         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4956         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4957         rsurface.normal3f  = rsurface.modelnormal3f;
4958         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4959         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4960         // if vertices are deformed (sprite flares and things in maps, possibly
4961         // water waves, bulges and other deformations), generate them into
4962         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4963         // (may be static model data or generated data for an animated model, or
4964         //  the previous deform pass)
4965         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4966         {
4967                 switch (deform->deform)
4968                 {
4969                 default:
4970                 case Q3DEFORM_PROJECTIONSHADOW:
4971                 case Q3DEFORM_TEXT0:
4972                 case Q3DEFORM_TEXT1:
4973                 case Q3DEFORM_TEXT2:
4974                 case Q3DEFORM_TEXT3:
4975                 case Q3DEFORM_TEXT4:
4976                 case Q3DEFORM_TEXT5:
4977                 case Q3DEFORM_TEXT6:
4978                 case Q3DEFORM_TEXT7:
4979                 case Q3DEFORM_NONE:
4980                         break;
4981                 case Q3DEFORM_AUTOSPRITE:
4982                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4983                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4984                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4985                         VectorNormalize(newforward);
4986                         VectorNormalize(newright);
4987                         VectorNormalize(newup);
4988                         // make deformed versions of only the model vertices used by the specified surfaces
4989                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4990                         {
4991                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4992                                 // a single autosprite surface can contain multiple sprites...
4993                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4994                                 {
4995                                         VectorClear(center);
4996                                         for (i = 0;i < 4;i++)
4997                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4998                                         VectorScale(center, 0.25f, center);
4999                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5000                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5001                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5002                                         for (i = 0;i < 4;i++)
5003                                         {
5004                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5005                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5006                                         }
5007                                 }
5008                                 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);
5009                                 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);
5010                         }
5011                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5012                         rsurface.vertex3f_bufferobject = 0;
5013                         rsurface.vertex3f_bufferoffset = 0;
5014                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5015                         rsurface.svector3f_bufferobject = 0;
5016                         rsurface.svector3f_bufferoffset = 0;
5017                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5018                         rsurface.tvector3f_bufferobject = 0;
5019                         rsurface.tvector3f_bufferoffset = 0;
5020                         rsurface.normal3f = rsurface.array_deformednormal3f;
5021                         rsurface.normal3f_bufferobject = 0;
5022                         rsurface.normal3f_bufferoffset = 0;
5023                         break;
5024                 case Q3DEFORM_AUTOSPRITE2:
5025                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5026                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5027                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5028                         VectorNormalize(newforward);
5029                         VectorNormalize(newright);
5030                         VectorNormalize(newup);
5031                         // make deformed versions of only the model vertices used by the specified surfaces
5032                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5033                         {
5034                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5035                                 const float *v1, *v2;
5036                                 vec3_t start, end;
5037                                 float f, l;
5038                                 struct
5039                                 {
5040                                         float length2;
5041                                         const float *v1;
5042                                         const float *v2;
5043                                 }
5044                                 shortest[2];
5045                                 memset(shortest, 0, sizeof(shortest));
5046                                 // a single autosprite surface can contain multiple sprites...
5047                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5048                                 {
5049                                         VectorClear(center);
5050                                         for (i = 0;i < 4;i++)
5051                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5052                                         VectorScale(center, 0.25f, center);
5053                                         // find the two shortest edges, then use them to define the
5054                                         // axis vectors for rotating around the central axis
5055                                         for (i = 0;i < 6;i++)
5056                                         {
5057                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5058                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5059 #if 0
5060                                                 Debug_PolygonBegin(NULL, 0);
5061                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5062                                                 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);
5063                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5064                                                 Debug_PolygonEnd();
5065 #endif
5066                                                 l = VectorDistance2(v1, v2);
5067                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5068                                                 if (v1[2] != v2[2])
5069                                                         l += (1.0f / 1024.0f);
5070                                                 if (shortest[0].length2 > l || i == 0)
5071                                                 {
5072                                                         shortest[1] = shortest[0];
5073                                                         shortest[0].length2 = l;
5074                                                         shortest[0].v1 = v1;
5075                                                         shortest[0].v2 = v2;
5076                                                 }
5077                                                 else if (shortest[1].length2 > l || i == 1)
5078                                                 {
5079                                                         shortest[1].length2 = l;
5080                                                         shortest[1].v1 = v1;
5081                                                         shortest[1].v2 = v2;
5082                                                 }
5083                                         }
5084                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5085                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5086 #if 0
5087                                         Debug_PolygonBegin(NULL, 0);
5088                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5089                                         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);
5090                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5091                                         Debug_PolygonEnd();
5092 #endif
5093                                         // this calculates the right vector from the shortest edge
5094                                         // and the up vector from the edge midpoints
5095                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5096                                         VectorNormalize(right);
5097                                         VectorSubtract(end, start, up);
5098                                         VectorNormalize(up);
5099                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5100                                         //VectorSubtract(rsurface.modelorg, center, forward);
5101                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5102                                         VectorNegate(forward, forward);
5103                                         VectorReflect(forward, 0, up, forward);
5104                                         VectorNormalize(forward);
5105                                         CrossProduct(up, forward, newright);
5106                                         VectorNormalize(newright);
5107 #if 0
5108                                         Debug_PolygonBegin(NULL, 0);
5109                                         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);
5110                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5111                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5112                                         Debug_PolygonEnd();
5113 #endif
5114 #if 0
5115                                         Debug_PolygonBegin(NULL, 0);
5116                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5117                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5118                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5119                                         Debug_PolygonEnd();
5120 #endif
5121                                         // rotate the quad around the up axis vector, this is made
5122                                         // especially easy by the fact we know the quad is flat,
5123                                         // so we only have to subtract the center position and
5124                                         // measure distance along the right vector, and then
5125                                         // multiply that by the newright vector and add back the
5126                                         // center position
5127                                         // we also need to subtract the old position to undo the
5128                                         // displacement from the center, which we do with a
5129                                         // DotProduct, the subtraction/addition of center is also
5130                                         // optimized into DotProducts here
5131                                         l = DotProduct(right, center);
5132                                         for (i = 0;i < 4;i++)
5133                                         {
5134                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5135                                                 f = DotProduct(right, v1) - l;
5136                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5137                                         }
5138                                 }
5139                                 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);
5140                                 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);
5141                         }
5142                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5143                         rsurface.vertex3f_bufferobject = 0;
5144                         rsurface.vertex3f_bufferoffset = 0;
5145                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5146                         rsurface.svector3f_bufferobject = 0;
5147                         rsurface.svector3f_bufferoffset = 0;
5148                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5149                         rsurface.tvector3f_bufferobject = 0;
5150                         rsurface.tvector3f_bufferoffset = 0;
5151                         rsurface.normal3f = rsurface.array_deformednormal3f;
5152                         rsurface.normal3f_bufferobject = 0;
5153                         rsurface.normal3f_bufferoffset = 0;
5154                         break;
5155                 case Q3DEFORM_NORMAL:
5156                         // deform the normals to make reflections wavey
5157                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5158                         {
5159                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5160                                 for (j = 0;j < surface->num_vertices;j++)
5161                                 {
5162                                         float vertex[3];
5163                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5164                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5165                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5166                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5167                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5168                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5169                                         VectorNormalize(normal);
5170                                 }
5171                                 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);
5172                         }
5173                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5174                         rsurface.svector3f_bufferobject = 0;
5175                         rsurface.svector3f_bufferoffset = 0;
5176                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5177                         rsurface.tvector3f_bufferobject = 0;
5178                         rsurface.tvector3f_bufferoffset = 0;
5179                         rsurface.normal3f = rsurface.array_deformednormal3f;
5180                         rsurface.normal3f_bufferobject = 0;
5181                         rsurface.normal3f_bufferoffset = 0;
5182                         break;
5183                 case Q3DEFORM_WAVE:
5184                         // deform vertex array to make wavey water and flags and such
5185                         waveparms[0] = deform->waveparms[0];
5186                         waveparms[1] = deform->waveparms[1];
5187                         waveparms[2] = deform->waveparms[2];
5188                         waveparms[3] = deform->waveparms[3];
5189                         // this is how a divisor of vertex influence on deformation
5190                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5191                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5192                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5193                         {
5194                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5195                                 for (j = 0;j < surface->num_vertices;j++)
5196                                 {
5197                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5198                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5199                                         // if the wavefunc depends on time, evaluate it per-vertex
5200                                         if (waveparms[3])
5201                                         {
5202                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5203                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5204                                         }
5205                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5206                                 }
5207                         }
5208                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5209                         rsurface.vertex3f_bufferobject = 0;
5210                         rsurface.vertex3f_bufferoffset = 0;
5211                         break;
5212                 case Q3DEFORM_BULGE:
5213                         // deform vertex array to make the surface have moving bulges
5214                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5215                         {
5216                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5217                                 for (j = 0;j < surface->num_vertices;j++)
5218                                 {
5219                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5220                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5221                                 }
5222                         }
5223                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5224                         rsurface.vertex3f_bufferobject = 0;
5225                         rsurface.vertex3f_bufferoffset = 0;
5226                         break;
5227                 case Q3DEFORM_MOVE:
5228                         // deform vertex array
5229                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5230                         VectorScale(deform->parms, scale, waveparms);
5231                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5232                         {
5233                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5234                                 for (j = 0;j < surface->num_vertices;j++)
5235                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5236                         }
5237                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5238                         rsurface.vertex3f_bufferobject = 0;
5239                         rsurface.vertex3f_bufferoffset = 0;
5240                         break;
5241                 }
5242         }
5243         // generate texcoords based on the chosen texcoord source
5244         switch(rsurface.texture->tcgen.tcgen)
5245         {
5246         default:
5247         case Q3TCGEN_TEXTURE:
5248                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5249                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5250                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5251                 break;
5252         case Q3TCGEN_LIGHTMAP:
5253                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5254                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5255                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5256                 break;
5257         case Q3TCGEN_VECTOR:
5258                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5259                 {
5260                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5261                         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)
5262                         {
5263                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5264                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5265                         }
5266                 }
5267                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5268                 rsurface.texcoordtexture2f_bufferobject  = 0;
5269                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5270                 break;
5271         case Q3TCGEN_ENVIRONMENT:
5272                 // make environment reflections using a spheremap
5273                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5274                 {
5275                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5276                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5277                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5278                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5279                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5280                         {
5281                                 float l, d, eyedir[3];
5282                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5283                                 l = 0.5f / VectorLength(eyedir);
5284                                 d = DotProduct(normal, eyedir)*2;
5285                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5286                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5287                         }
5288                 }
5289                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5290                 rsurface.texcoordtexture2f_bufferobject  = 0;
5291                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5292                 break;
5293         }
5294         // the only tcmod that needs software vertex processing is turbulent, so
5295         // check for it here and apply the changes if needed
5296         // and we only support that as the first one
5297         // (handling a mixture of turbulent and other tcmods would be problematic
5298         //  without punting it entirely to a software path)
5299         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5300         {
5301                 amplitude = rsurface.texture->tcmods[0].parms[1];
5302                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5303                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5304                 {
5305                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5306                         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)
5307                         {
5308                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5309                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5310                         }
5311                 }
5312                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5313                 rsurface.texcoordtexture2f_bufferobject  = 0;
5314                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5315         }
5316         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5317         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5318         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5319         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5320 }
5321
5322 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5323 {
5324         int i, j;
5325         const msurface_t *surface = texturesurfacelist[0];
5326         const msurface_t *surface2;
5327         int firstvertex;
5328         int endvertex;
5329         int numvertices;
5330         int numtriangles;
5331         // TODO: lock all array ranges before render, rather than on each surface
5332         if (texturenumsurfaces == 1)
5333         {
5334                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5335                 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));
5336         }
5337         else if (r_batchmode.integer == 2)
5338         {
5339                 #define MAXBATCHTRIANGLES 4096
5340                 int batchtriangles = 0;
5341                 int batchelements[MAXBATCHTRIANGLES*3];
5342                 for (i = 0;i < texturenumsurfaces;i = j)
5343                 {
5344                         surface = texturesurfacelist[i];
5345                         j = i + 1;
5346                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5347                         {
5348                                 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));
5349                                 continue;
5350                         }
5351                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5352                         batchtriangles = surface->num_triangles;
5353                         firstvertex = surface->num_firstvertex;
5354                         endvertex = surface->num_firstvertex + surface->num_vertices;
5355                         for (;j < texturenumsurfaces;j++)
5356                         {
5357                                 surface2 = texturesurfacelist[j];
5358                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5359                                         break;
5360                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5361                                 batchtriangles += surface2->num_triangles;
5362                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5363                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5364                         }
5365                         surface2 = texturesurfacelist[j-1];
5366                         numvertices = endvertex - firstvertex;
5367                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5368                 }
5369         }
5370         else if (r_batchmode.integer == 1)
5371         {
5372                 for (i = 0;i < texturenumsurfaces;i = j)
5373                 {
5374                         surface = texturesurfacelist[i];
5375                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5376                                 if (texturesurfacelist[j] != surface2)
5377                                         break;
5378                         surface2 = texturesurfacelist[j-1];
5379                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5380                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5381                         GL_LockArrays(surface->num_firstvertex, numvertices);
5382                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5383                 }
5384         }
5385         else
5386         {
5387                 for (i = 0;i < texturenumsurfaces;i++)
5388                 {
5389                         surface = texturesurfacelist[i];
5390                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5391                         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));
5392                 }
5393         }
5394 }
5395
5396 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5397 {
5398         int i, planeindex, vertexindex;
5399         float d, bestd;
5400         vec3_t vert;
5401         const float *v;
5402         r_waterstate_waterplane_t *p, *bestp;
5403         msurface_t *surface;
5404         if (r_waterstate.renderingscene)
5405                 return;
5406         for (i = 0;i < texturenumsurfaces;i++)
5407         {
5408                 surface = texturesurfacelist[i];
5409                 if (lightmaptexunit >= 0)
5410                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5411                 if (deluxemaptexunit >= 0)
5412                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5413                 // pick the closest matching water plane
5414                 bestd = 0;
5415                 bestp = NULL;
5416                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5417                 {
5418                         d = 0;
5419                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5420                         {
5421                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5422                                 d += fabs(PlaneDiff(vert, &p->plane));
5423                         }
5424                         if (bestd > d || !bestp)
5425                         {
5426                                 bestd = d;
5427                                 bestp = p;
5428                         }
5429                 }
5430                 if (bestp)
5431                 {
5432                         if (refractiontexunit >= 0)
5433                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5434                         if (reflectiontexunit >= 0)
5435                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5436                 }
5437                 else
5438                 {
5439                         if (refractiontexunit >= 0)
5440                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5441                         if (reflectiontexunit >= 0)
5442                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5443                 }
5444                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5445                 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));
5446         }
5447 }
5448
5449 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5450 {
5451         int i;
5452         int j;
5453         const msurface_t *surface = texturesurfacelist[0];
5454         const msurface_t *surface2;
5455         int firstvertex;
5456         int endvertex;
5457         int numvertices;
5458         int numtriangles;
5459         // TODO: lock all array ranges before render, rather than on each surface
5460         if (texturenumsurfaces == 1)
5461         {
5462                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5463                 if (deluxemaptexunit >= 0)
5464                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5465                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5466                 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));
5467         }
5468         else if (r_batchmode.integer == 2)
5469         {
5470                 #define MAXBATCHTRIANGLES 4096
5471                 int batchtriangles = 0;
5472                 int batchelements[MAXBATCHTRIANGLES*3];
5473                 for (i = 0;i < texturenumsurfaces;i = j)
5474                 {
5475                         surface = texturesurfacelist[i];
5476                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5477                         if (deluxemaptexunit >= 0)
5478                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5479                         j = i + 1;
5480                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5481                         {
5482                                 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));
5483                                 continue;
5484                         }
5485                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5486                         batchtriangles = surface->num_triangles;
5487                         firstvertex = surface->num_firstvertex;
5488                         endvertex = surface->num_firstvertex + surface->num_vertices;
5489                         for (;j < texturenumsurfaces;j++)
5490                         {
5491                                 surface2 = texturesurfacelist[j];
5492                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5493                                         break;
5494                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5495                                 batchtriangles += surface2->num_triangles;
5496                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5497                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5498                         }
5499                         surface2 = texturesurfacelist[j-1];
5500                         numvertices = endvertex - firstvertex;
5501                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5502                 }
5503         }
5504         else if (r_batchmode.integer == 1)
5505         {
5506 #if 0
5507                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5508                 for (i = 0;i < texturenumsurfaces;i = j)
5509                 {
5510                         surface = texturesurfacelist[i];
5511                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5512                                 if (texturesurfacelist[j] != surface2)
5513                                         break;
5514                         Con_Printf(" %i", j - i);
5515                 }
5516                 Con_Printf("\n");
5517                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5518 #endif
5519                 for (i = 0;i < texturenumsurfaces;i = j)
5520                 {
5521                         surface = texturesurfacelist[i];
5522                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5523                         if (deluxemaptexunit >= 0)
5524                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5525                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5526                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5527                                         break;
5528 #if 0
5529                         Con_Printf(" %i", j - i);
5530 #endif
5531                         surface2 = texturesurfacelist[j-1];
5532                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5533                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5534                         GL_LockArrays(surface->num_firstvertex, numvertices);
5535                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5536                 }
5537 #if 0
5538                 Con_Printf("\n");
5539 #endif
5540         }
5541         else
5542         {
5543                 for (i = 0;i < texturenumsurfaces;i++)
5544                 {
5545                         surface = texturesurfacelist[i];
5546                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5547                         if (deluxemaptexunit >= 0)
5548                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5549                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5550                         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));
5551                 }
5552         }
5553 }
5554
5555 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5556 {
5557         int j;
5558         int texturesurfaceindex;
5559         if (r_showsurfaces.integer == 2)
5560         {
5561                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5562                 {
5563                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564                         for (j = 0;j < surface->num_triangles;j++)
5565                         {
5566                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5567                                 GL_Color(f, f, f, 1);
5568                                 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)));
5569                         }
5570                 }
5571         }
5572         else
5573         {
5574                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5575                 {
5576                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5577                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5578                         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);
5579                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5580                         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));
5581                 }
5582         }
5583 }
5584
5585 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5586 {
5587         int texturesurfaceindex;
5588         int i;
5589         float f;
5590         float *v, *c, *c2;
5591         if (rsurface.lightmapcolor4f)
5592         {
5593                 // generate color arrays for the surfaces in this list
5594                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5595                 {
5596                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5597                         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)
5598                         {
5599                                 f = FogPoint_Model(v);
5600                                 c2[0] = c[0] * f;
5601                                 c2[1] = c[1] * f;
5602                                 c2[2] = c[2] * f;
5603                                 c2[3] = c[3];
5604                         }
5605                 }
5606         }
5607         else
5608         {
5609                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5610                 {
5611                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5612                         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)
5613                         {
5614                                 f = FogPoint_Model(v);
5615                                 c2[0] = f;
5616                                 c2[1] = f;
5617                                 c2[2] = f;
5618                                 c2[3] = 1;
5619                         }
5620                 }
5621         }
5622         rsurface.lightmapcolor4f = rsurface.array_color4f;
5623         rsurface.lightmapcolor4f_bufferobject = 0;
5624         rsurface.lightmapcolor4f_bufferoffset = 0;
5625 }
5626
5627 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5628 {
5629         int texturesurfaceindex;
5630         int i;
5631         float *c, *c2;
5632         if (!rsurface.lightmapcolor4f)
5633                 return;
5634         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5635         {
5636                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5637                 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)
5638                 {
5639                         c2[0] = c[0] * r;
5640                         c2[1] = c[1] * g;
5641                         c2[2] = c[2] * b;
5642                         c2[3] = c[3] * a;
5643                 }
5644         }
5645         rsurface.lightmapcolor4f = rsurface.array_color4f;
5646         rsurface.lightmapcolor4f_bufferobject = 0;
5647         rsurface.lightmapcolor4f_bufferoffset = 0;
5648 }
5649
5650 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5651 {
5652         // TODO: optimize
5653         rsurface.lightmapcolor4f = NULL;
5654         rsurface.lightmapcolor4f_bufferobject = 0;
5655         rsurface.lightmapcolor4f_bufferoffset = 0;
5656         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5657         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5658         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5659         GL_Color(r, g, b, a);
5660         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5661 }
5662
5663 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5664 {
5665         // TODO: optimize applyfog && applycolor case
5666         // just apply fog if necessary, and tint the fog color array if necessary
5667         rsurface.lightmapcolor4f = NULL;
5668         rsurface.lightmapcolor4f_bufferobject = 0;
5669         rsurface.lightmapcolor4f_bufferoffset = 0;
5670         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5671         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5672         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5673         GL_Color(r, g, b, a);
5674         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5675 }
5676
5677 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5678 {
5679         int texturesurfaceindex;
5680         int i;
5681         float *c;
5682         // TODO: optimize
5683         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5684         {
5685                 // generate color arrays for the surfaces in this list
5686                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5687                 {
5688                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5689                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5690                         {
5691                                 if (surface->lightmapinfo->samples)
5692                                 {
5693                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5694                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5695                                         VectorScale(lm, scale, c);
5696                                         if (surface->lightmapinfo->styles[1] != 255)
5697                                         {
5698                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5699                                                 lm += size3;
5700                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5701                                                 VectorMA(c, scale, lm, c);
5702                                                 if (surface->lightmapinfo->styles[2] != 255)
5703                                                 {
5704                                                         lm += size3;
5705                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5706                                                         VectorMA(c, scale, lm, c);
5707                                                         if (surface->lightmapinfo->styles[3] != 255)
5708                                                         {
5709                                                                 lm += size3;
5710                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5711                                                                 VectorMA(c, scale, lm, c);
5712                                                         }
5713                                                 }
5714                                         }
5715                                 }
5716                                 else
5717                                         VectorClear(c);
5718                                 c[3] = 1;
5719                         }
5720                 }
5721                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5722                 rsurface.lightmapcolor4f_bufferobject = 0;
5723                 rsurface.lightmapcolor4f_bufferoffset = 0;
5724         }
5725         else
5726         {
5727                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5728                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5729                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5730         }
5731         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5732         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5733         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5734         GL_Color(r, g, b, a);
5735         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5736 }
5737
5738 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5739 {
5740         int texturesurfaceindex;
5741         int i;
5742         float f;
5743         float *v, *c, *c2;
5744         vec3_t ambientcolor;
5745         vec3_t diffusecolor;
5746         vec3_t lightdir;
5747         // TODO: optimize
5748         // model lighting
5749         VectorCopy(rsurface.modellight_lightdir, lightdir);
5750         f = 0.5f * r_refdef.lightmapintensity;
5751         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5752         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5753         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5754         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5755         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5756         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5757         if (VectorLength2(diffusecolor) > 0)
5758         {
5759                 // generate color arrays for the surfaces in this list
5760                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5761                 {
5762                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5763                         int numverts = surface->num_vertices;
5764                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5765                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5766                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5767                         // q3-style directional shading
5768                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5769                         {
5770                                 if ((f = DotProduct(c2, lightdir)) > 0)
5771                                         VectorMA(ambientcolor, f, diffusecolor, c);
5772                                 else
5773                                         VectorCopy(ambientcolor, c);
5774                                 c[3] = a;
5775                         }
5776                 }
5777                 r = 1;
5778                 g = 1;
5779                 b = 1;
5780                 a = 1;
5781                 applycolor = false;
5782                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5783                 rsurface.lightmapcolor4f_bufferobject = 0;
5784                 rsurface.lightmapcolor4f_bufferoffset = 0;
5785         }
5786         else
5787         {
5788                 r = ambientcolor[0];
5789                 g = ambientcolor[1];
5790                 b = ambientcolor[2];
5791                 rsurface.lightmapcolor4f = NULL;
5792                 rsurface.lightmapcolor4f_bufferobject = 0;
5793                 rsurface.lightmapcolor4f_bufferoffset = 0;
5794         }
5795         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5796         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5797         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5798         GL_Color(r, g, b, a);
5799         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5800 }
5801
5802 void RSurf_SetupDepthAndCulling(void)
5803 {
5804         // submodels are biased to avoid z-fighting with world surfaces that they
5805         // may be exactly overlapping (avoids z-fighting artifacts on certain
5806         // doors and things in Quake maps)
5807         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5808         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5809         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5810         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5811 }
5812
5813 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5814 {
5815         // transparent sky would be ridiculous
5816         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5817                 return;
5818         R_SetupGenericShader(false);
5819         if (skyrendernow)
5820         {
5821                 skyrendernow = false;
5822                 // we have to force off the water clipping plane while rendering sky
5823                 R_SetupView(false);
5824                 R_Sky();
5825                 R_SetupView(true);
5826                 // restore entity matrix
5827                 R_Mesh_Matrix(&rsurface.matrix);
5828         }
5829         RSurf_SetupDepthAndCulling();
5830         GL_DepthMask(true);
5831         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5832         // skymasking on them, and Quake3 never did sky masking (unlike
5833         // software Quake and software Quake2), so disable the sky masking
5834         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5835         // and skymasking also looks very bad when noclipping outside the
5836         // level, so don't use it then either.
5837         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5838         {
5839                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5840                 R_Mesh_ColorPointer(NULL, 0, 0);
5841                 R_Mesh_ResetTextureState();
5842                 if (skyrendermasked)
5843                 {
5844                         R_SetupDepthOrShadowShader();
5845                         // depth-only (masking)
5846                         GL_ColorMask(0,0,0,0);
5847                         // just to make sure that braindead drivers don't draw
5848                         // anything despite that colormask...
5849                         GL_BlendFunc(GL_ZERO, GL_ONE);
5850                 }
5851                 else
5852                 {
5853                         R_SetupGenericShader(false);
5854                         // fog sky
5855                         GL_BlendFunc(GL_ONE, GL_ZERO);
5856                 }
5857                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5858                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5859                 if (skyrendermasked)
5860                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5861         }
5862         R_Mesh_ResetTextureState();
5863         GL_Color(1, 1, 1, 1);
5864 }
5865
5866 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5867 {
5868         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5869                 return;
5870
5871         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5872         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5873         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5874         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5875         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5876         if (rsurface.texture->backgroundcurrentskinframe)
5877         {
5878                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5879                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5880                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5881                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5882         }
5883         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5884         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5885         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5886         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5887                 R_Mesh_ColorPointer(NULL, 0, 0);
5888         else
5889                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5890
5891         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5892         {
5893                 // render background
5894                 GL_BlendFunc(GL_ONE, GL_ZERO);
5895                 GL_DepthMask(true);
5896                 GL_AlphaTest(false);
5897
5898                 GL_Color(1, 1, 1, 1);
5899                 R_Mesh_ColorPointer(NULL, 0, 0);
5900
5901                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5902                 if (r_glsl_permutation)
5903                 {
5904                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5905                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5906                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5907                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5908                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5909                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5910                         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);
5911                 }
5912                 GL_LockArrays(0, 0);
5913
5914                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5915                 GL_DepthMask(false);
5916                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5917                         R_Mesh_ColorPointer(NULL, 0, 0);
5918                 else
5919                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5920                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5921                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5922         }
5923
5924         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5925         if (!r_glsl_permutation)
5926                 return;
5927
5928         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5929         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5930         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5931         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5932         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5933         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5934
5935         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5936         {
5937                 GL_BlendFunc(GL_ONE, GL_ZERO);
5938                 GL_DepthMask(true);
5939                 GL_AlphaTest(false);
5940         }
5941         else
5942         {
5943                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5944                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5945                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5946         }
5947
5948         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5949         {
5950                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5951                         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);
5952                 else
5953                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5954         }
5955         else
5956         {
5957                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5958                         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);
5959                 else
5960                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5961         }
5962         GL_LockArrays(0, 0);
5963 }
5964
5965 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5966 {
5967         // OpenGL 1.3 path - anything not completely ancient
5968         int texturesurfaceindex;
5969         qboolean applycolor;
5970         qboolean applyfog;
5971         rmeshstate_t m;
5972         int layerindex;
5973         const texturelayer_t *layer;
5974         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5975
5976         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5977         {
5978                 vec4_t layercolor;
5979                 int layertexrgbscale;
5980                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5981                 {
5982                         if (layerindex == 0)
5983                                 GL_AlphaTest(true);
5984                         else
5985                         {
5986                                 GL_AlphaTest(false);
5987                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5988                         }
5989                 }
5990                 GL_DepthMask(layer->depthmask && writedepth);
5991                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5992                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5993                 {
5994                         layertexrgbscale = 4;
5995                         VectorScale(layer->color, 0.25f, layercolor);
5996                 }
5997                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5998                 {
5999                         layertexrgbscale = 2;
6000                         VectorScale(layer->color, 0.5f, layercolor);
6001                 }
6002                 else
6003                 {
6004                         layertexrgbscale = 1;
6005                         VectorScale(layer->color, 1.0f, layercolor);
6006                 }
6007                 layercolor[3] = layer->color[3];
6008                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6009                 R_Mesh_ColorPointer(NULL, 0, 0);
6010                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6011                 switch (layer->type)
6012                 {
6013                 case TEXTURELAYERTYPE_LITTEXTURE:
6014                         memset(&m, 0, sizeof(m));
6015                         m.tex[0] = R_GetTexture(r_texture_white);
6016                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6017                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6018                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6019                         m.tex[1] = R_GetTexture(layer->texture);
6020                         m.texmatrix[1] = layer->texmatrix;
6021                         m.texrgbscale[1] = layertexrgbscale;
6022                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6023                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6024                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6025                         R_Mesh_TextureState(&m);
6026                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6027                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6028                         else if (rsurface.uselightmaptexture)
6029                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6030                         else
6031                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6032                         break;
6033                 case TEXTURELAYERTYPE_TEXTURE:
6034                         memset(&m, 0, sizeof(m));
6035                         m.tex[0] = R_GetTexture(layer->texture);
6036                         m.texmatrix[0] = layer->texmatrix;
6037                         m.texrgbscale[0] = layertexrgbscale;
6038                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6039                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6040                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6041                         R_Mesh_TextureState(&m);
6042                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6043                         break;
6044                 case TEXTURELAYERTYPE_FOG:
6045                         memset(&m, 0, sizeof(m));
6046                         m.texrgbscale[0] = layertexrgbscale;
6047                         if (layer->texture)
6048                         {
6049                                 m.tex[0] = R_GetTexture(layer->texture);
6050                                 m.texmatrix[0] = layer->texmatrix;
6051                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6052                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6053                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6054                         }
6055                         R_Mesh_TextureState(&m);
6056                         // generate a color array for the fog pass
6057                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6058                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6059                         {
6060                                 int i;
6061                                 float f, *v, *c;
6062                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6063                                 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)
6064                                 {
6065                                         f = 1 - FogPoint_Model(v);
6066                                         c[0] = layercolor[0];
6067                                         c[1] = layercolor[1];
6068                                         c[2] = layercolor[2];
6069                                         c[3] = f * layercolor[3];
6070                                 }
6071                         }
6072                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6073                         break;
6074                 default:
6075                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6076                 }
6077                 GL_LockArrays(0, 0);
6078         }
6079         CHECKGLERROR
6080         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6081         {
6082                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6083                 GL_AlphaTest(false);
6084         }
6085 }
6086
6087 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6088 {
6089         // OpenGL 1.1 - crusty old voodoo path
6090         int texturesurfaceindex;
6091         qboolean applyfog;
6092         rmeshstate_t m;
6093         int layerindex;
6094         const texturelayer_t *layer;
6095         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6096
6097         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6098         {
6099                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6100                 {
6101                         if (layerindex == 0)
6102                                 GL_AlphaTest(true);
6103                         else
6104                         {
6105                                 GL_AlphaTest(false);
6106                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6107                         }
6108                 }
6109                 GL_DepthMask(layer->depthmask && writedepth);
6110                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6111                 R_Mesh_ColorPointer(NULL, 0, 0);
6112                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6113                 switch (layer->type)
6114                 {
6115                 case TEXTURELAYERTYPE_LITTEXTURE:
6116                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6117                         {
6118                                 // two-pass lit texture with 2x rgbscale
6119                                 // first the lightmap pass
6120                                 memset(&m, 0, sizeof(m));
6121                                 m.tex[0] = R_GetTexture(r_texture_white);
6122                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6123                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6124                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6125                                 R_Mesh_TextureState(&m);
6126                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6127                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6128                                 else if (rsurface.uselightmaptexture)
6129                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6130                                 else
6131                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6132                                 GL_LockArrays(0, 0);
6133                                 // then apply the texture to it
6134                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6135                                 memset(&m, 0, sizeof(m));
6136                                 m.tex[0] = R_GetTexture(layer->texture);
6137                                 m.texmatrix[0] = layer->texmatrix;
6138                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6139                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6140                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6141                                 R_Mesh_TextureState(&m);
6142                                 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);
6143                         }
6144                         else
6145                         {
6146                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6147                                 memset(&m, 0, sizeof(m));
6148                                 m.tex[0] = R_GetTexture(layer->texture);
6149                                 m.texmatrix[0] = layer->texmatrix;
6150                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6151                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6152                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6153                                 R_Mesh_TextureState(&m);
6154                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6155                                         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);
6156                                 else
6157                                         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);
6158                         }
6159                         break;
6160                 case TEXTURELAYERTYPE_TEXTURE:
6161                         // singletexture unlit texture with transparency support
6162                         memset(&m, 0, sizeof(m));
6163                         m.tex[0] = R_GetTexture(layer->texture);
6164                         m.texmatrix[0] = layer->texmatrix;
6165                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6166                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6167                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6168                         R_Mesh_TextureState(&m);
6169                         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);
6170                         break;
6171                 case TEXTURELAYERTYPE_FOG:
6172                         // singletexture fogging
6173                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6174                         if (layer->texture)
6175                         {
6176                                 memset(&m, 0, sizeof(m));
6177                                 m.tex[0] = R_GetTexture(layer->texture);
6178                                 m.texmatrix[0] = layer->texmatrix;
6179                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6180                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6181                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6182                                 R_Mesh_TextureState(&m);
6183                         }
6184                         else
6185                                 R_Mesh_ResetTextureState();
6186                         // generate a color array for the fog pass
6187                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6188                         {
6189                                 int i;
6190                                 float f, *v, *c;
6191                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6192                                 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)
6193                                 {
6194                                         f = 1 - FogPoint_Model(v);
6195                                         c[0] = layer->color[0];
6196                                         c[1] = layer->color[1];
6197                                         c[2] = layer->color[2];
6198                                         c[3] = f * layer->color[3];
6199                                 }
6200                         }
6201                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6202                         break;
6203                 default:
6204                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6205                 }
6206                 GL_LockArrays(0, 0);
6207         }
6208         CHECKGLERROR
6209         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6210         {
6211                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6212                 GL_AlphaTest(false);
6213         }
6214 }
6215
6216 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6217 {
6218         CHECKGLERROR
6219         RSurf_SetupDepthAndCulling();
6220         if (r_glsl.integer && gl_support_fragment_shader)
6221                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6222         else if (gl_combine.integer && r_textureunits.integer >= 2)
6223                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6224         else
6225                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6226         CHECKGLERROR
6227 }
6228
6229 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6230 {
6231         int i, j;
6232         int texturenumsurfaces, endsurface;
6233         texture_t *texture;
6234         msurface_t *surface;
6235         msurface_t *texturesurfacelist[1024];
6236
6237         // if the model is static it doesn't matter what value we give for
6238         // wantnormals and wanttangents, so this logic uses only rules applicable
6239         // to a model, knowing that they are meaningless otherwise
6240         if (ent == r_refdef.scene.worldentity)
6241                 RSurf_ActiveWorldEntity();
6242         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6243                 RSurf_ActiveModelEntity(ent, false, false);
6244         else
6245                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6246
6247         for (i = 0;i < numsurfaces;i = j)
6248         {
6249                 j = i + 1;
6250                 surface = rsurface.modelsurfaces + surfacelist[i];
6251                 texture = surface->texture;
6252                 R_UpdateTextureInfo(ent, texture);
6253                 rsurface.texture = texture->currentframe;
6254                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6255                 // scan ahead until we find a different texture
6256                 endsurface = min(i + 1024, numsurfaces);
6257                 texturenumsurfaces = 0;
6258                 texturesurfacelist[texturenumsurfaces++] = surface;
6259                 for (;j < endsurface;j++)
6260                 {
6261                         surface = rsurface.modelsurfaces + surfacelist[j];
6262                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6263                                 break;
6264                         texturesurfacelist[texturenumsurfaces++] = surface;
6265                 }
6266                 // render the range of surfaces
6267                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6268         }
6269         GL_AlphaTest(false);
6270 }
6271
6272 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6273 {
6274         CHECKGLERROR
6275         if (depthonly)
6276         {
6277                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6278                         return;
6279                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6280                         return;
6281                 RSurf_SetupDepthAndCulling();
6282                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6283                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6284         }
6285         else if (r_showsurfaces.integer)
6286         {
6287                 RSurf_SetupDepthAndCulling();
6288                 GL_DepthTest(true);
6289                 GL_BlendFunc(GL_ONE, GL_ZERO);
6290                 GL_DepthMask(true);
6291                 GL_AlphaTest(false);
6292                 R_Mesh_ColorPointer(NULL, 0, 0);
6293                 R_Mesh_ResetTextureState();
6294                 R_SetupGenericShader(false);
6295                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6296                 if (!r_refdef.view.showdebug)
6297                 {
6298                         GL_Color(0, 0, 0, 1);
6299                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6300                 }
6301                 else
6302                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6303         }
6304         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6305                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6306         else if (!rsurface.texture->currentnumlayers)
6307                 return;
6308         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6309         {
6310                 // transparent surfaces get pushed off into the transparent queue
6311                 int surfacelistindex;
6312                 const msurface_t *surface;
6313                 vec3_t tempcenter, center;
6314                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6315                 {
6316                         surface = texturesurfacelist[surfacelistindex];
6317                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6318                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6319                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6320                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6321                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6322                 }
6323         }
6324         else
6325         {
6326                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6327                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6328         }
6329         CHECKGLERROR
6330 }
6331
6332 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6333 {
6334         int i, j;
6335         texture_t *texture;
6336         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6337         if (addwaterplanes)
6338         {
6339                 for (i = 0;i < numsurfaces;i++)
6340                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6341                                 R_Water_AddWaterPlane(surfacelist[i]);
6342                 return;
6343         }
6344         // break the surface list down into batches by texture and use of lightmapping
6345         for (i = 0;i < numsurfaces;i = j)
6346         {
6347                 j = i + 1;
6348                 // texture is the base texture pointer, rsurface.texture is the
6349                 // current frame/skin the texture is directing us to use (for example
6350                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6351                 // use skin 1 instead)
6352                 texture = surfacelist[i]->texture;
6353                 rsurface.texture = texture->currentframe;
6354                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6355                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6356                 {
6357                         // if this texture is not the kind we want, skip ahead to the next one
6358                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6359                                 ;
6360                         continue;
6361                 }
6362                 // simply scan ahead until we find a different texture or lightmap state
6363                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6364                         ;
6365                 // render the range of surfaces
6366                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6367         }
6368 }
6369
6370 float locboxvertex3f[6*4*3] =
6371 {
6372         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6373         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6374         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6375         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6376         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6377         1,0,0, 0,0,0, 0,1,0, 1,1,0
6378 };
6379
6380 int locboxelement3i[6*2*3] =
6381 {
6382          0, 1, 2, 0, 2, 3,
6383          4, 5, 6, 4, 6, 7,
6384          8, 9,10, 8,10,11,
6385         12,13,14, 12,14,15,
6386         16,17,18, 16,18,19,
6387         20,21,22, 20,22,23
6388 };
6389
6390 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6391 {
6392         int i, j;
6393         cl_locnode_t *loc = (cl_locnode_t *)ent;
6394         vec3_t mins, size;
6395         float vertex3f[6*4*3];
6396         CHECKGLERROR
6397         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6398         GL_DepthMask(false);
6399         GL_DepthRange(0, 1);
6400         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6401         GL_DepthTest(true);
6402         GL_CullFace(GL_NONE);
6403         R_Mesh_Matrix(&identitymatrix);
6404
6405         R_Mesh_VertexPointer(vertex3f, 0, 0);
6406         R_Mesh_ColorPointer(NULL, 0, 0);
6407         R_Mesh_ResetTextureState();
6408         R_SetupGenericShader(false);
6409
6410         i = surfacelist[0];
6411         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6412                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6413                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6414                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6415
6416         if (VectorCompare(loc->mins, loc->maxs))
6417         {
6418                 VectorSet(size, 2, 2, 2);
6419                 VectorMA(loc->mins, -0.5f, size, mins);
6420         }
6421         else
6422         {
6423                 VectorCopy(loc->mins, mins);
6424                 VectorSubtract(loc->maxs, loc->mins, size);
6425         }
6426
6427         for (i = 0;i < 6*4*3;)
6428                 for (j = 0;j < 3;j++, i++)
6429                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6430
6431         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6432 }
6433
6434 void R_DrawLocs(void)
6435 {
6436         int index;
6437         cl_locnode_t *loc, *nearestloc;
6438         vec3_t center;
6439         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6440         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6441         {
6442                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6443                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6444         }
6445 }
6446
6447 void R_DrawDebugModel(entity_render_t *ent)
6448 {
6449         int i, j, k, l, flagsmask;
6450         const int *elements;
6451         q3mbrush_t *brush;
6452         msurface_t *surface;
6453         model_t *model = ent->model;
6454         vec3_t v;
6455
6456         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6457
6458         R_Mesh_ColorPointer(NULL, 0, 0);
6459         R_Mesh_ResetTextureState();
6460         R_SetupGenericShader(false);
6461         GL_DepthRange(0, 1);
6462         GL_DepthTest(!r_showdisabledepthtest.integer);
6463         GL_DepthMask(false);
6464         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6465
6466         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6467         {
6468                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6469                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6470                 {
6471                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6472                         {
6473                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6474                                 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);
6475                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6476                         }
6477                 }
6478                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6479                 {
6480                         if (surface->num_collisiontriangles)
6481                         {
6482                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6483                                 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);
6484                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6485                         }
6486                 }
6487         }
6488
6489         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6490
6491         if (r_showtris.integer || r_shownormals.integer)
6492         {
6493                 if (r_showdisabledepthtest.integer)
6494                 {
6495                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6496                         GL_DepthMask(false);
6497                 }
6498                 else
6499                 {
6500                         GL_BlendFunc(GL_ONE, GL_ZERO);
6501                         GL_DepthMask(true);
6502                 }
6503                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6504                 {
6505                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6506                                 continue;
6507                         rsurface.texture = surface->texture->currentframe;
6508                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6509                         {
6510                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6511                                 if (r_showtris.value > 0)
6512                                 {
6513                                         if (!rsurface.texture->currentlayers->depthmask)
6514                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6515                                         else if (ent == r_refdef.scene.worldentity)
6516                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6517                                         else
6518                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6519                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6520                                         CHECKGLERROR
6521                                         qglBegin(GL_LINES);
6522                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6523                                         {
6524 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6525                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6526                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6527                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6528                                         }
6529                                         qglEnd();
6530                                         CHECKGLERROR
6531                                 }
6532                                 if (r_shownormals.value > 0)
6533                                 {
6534                                         qglBegin(GL_LINES);
6535                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6536                                         {
6537                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6538                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6539                                                 qglVertex3f(v[0], v[1], v[2]);
6540                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6541                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6542                                                 qglVertex3f(v[0], v[1], v[2]);
6543                                         }
6544                                         qglEnd();
6545                                         CHECKGLERROR
6546                                         qglBegin(GL_LINES);
6547                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6548                                         {
6549                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6550                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6551                                                 qglVertex3f(v[0], v[1], v[2]);
6552                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6553                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6554                                                 qglVertex3f(v[0], v[1], v[2]);
6555                                         }
6556                                         qglEnd();
6557                                         CHECKGLERROR
6558                                         qglBegin(GL_LINES);
6559                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6560                                         {
6561                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6562                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6563                                                 qglVertex3f(v[0], v[1], v[2]);
6564                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6565                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6566                                                 qglVertex3f(v[0], v[1], v[2]);
6567                                         }
6568                                         qglEnd();
6569                                         CHECKGLERROR
6570                                 }
6571                         }
6572                 }
6573                 rsurface.texture = NULL;
6574         }
6575 }
6576
6577 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6578 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6579 {
6580         int i, j, endj, f, flagsmask;
6581         msurface_t *surface;
6582         texture_t *t;
6583         model_t *model = r_refdef.scene.worldmodel;
6584         const int maxsurfacelist = 1024;
6585         int numsurfacelist = 0;
6586         msurface_t *surfacelist[1024];
6587         if (model == NULL)
6588                 return;
6589
6590         RSurf_ActiveWorldEntity();
6591
6592         // update light styles on this submodel
6593         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6594         {
6595                 model_brush_lightstyleinfo_t *style;
6596                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6597                 {
6598                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6599                         {
6600                                 msurface_t *surfaces = model->data_surfaces;
6601                                 int *list = style->surfacelist;
6602                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6603                                 for (j = 0;j < style->numsurfaces;j++)
6604                                         surfaces[list[j]].cached_dlight = true;
6605                         }
6606                 }
6607         }
6608
6609         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6610         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6611
6612         if (debug)
6613         {
6614                 R_DrawDebugModel(r_refdef.scene.worldentity);
6615                 return;
6616         }
6617
6618         f = 0;
6619         t = NULL;
6620         rsurface.uselightmaptexture = false;
6621         rsurface.texture = NULL;
6622         rsurface.rtlight = NULL;
6623         numsurfacelist = 0;
6624         j = model->firstmodelsurface;
6625         endj = j + model->nummodelsurfaces;
6626         while (j < endj)
6627         {
6628                 // quickly skip over non-visible surfaces
6629                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6630                         ;
6631                 // quickly iterate over visible surfaces
6632                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6633                 {
6634                         // process this surface
6635                         surface = model->data_surfaces + j;
6636                         // if this surface fits the criteria, add it to the list
6637                         if (surface->num_triangles)
6638                         {
6639                                 // if lightmap parameters changed, rebuild lightmap texture
6640                                 if (surface->cached_dlight)
6641                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6642                                 // add face to draw list
6643                                 surfacelist[numsurfacelist++] = surface;
6644                                 r_refdef.stats.world_triangles += surface->num_triangles;
6645                                 if (numsurfacelist >= maxsurfacelist)
6646                                 {
6647                                         r_refdef.stats.world_surfaces += numsurfacelist;
6648                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6649                                         numsurfacelist = 0;
6650                                 }
6651                         }
6652                 }
6653         }
6654         r_refdef.stats.world_surfaces += numsurfacelist;
6655         if (numsurfacelist)
6656                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6657         GL_AlphaTest(false);
6658 }
6659
6660 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6661 {
6662         int i, j, f, flagsmask;
6663         msurface_t *surface, *endsurface;
6664         texture_t *t;
6665         model_t *model = ent->model;
6666         const int maxsurfacelist = 1024;
6667         int numsurfacelist = 0;
6668         msurface_t *surfacelist[1024];
6669         if (model == NULL)
6670                 return;
6671
6672         // if the model is static it doesn't matter what value we give for
6673         // wantnormals and wanttangents, so this logic uses only rules applicable
6674         // to a model, knowing that they are meaningless otherwise
6675         if (ent == r_refdef.scene.worldentity)
6676                 RSurf_ActiveWorldEntity();
6677         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6678                 RSurf_ActiveModelEntity(ent, false, false);
6679         else
6680                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6681
6682         // update light styles
6683         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6684         {
6685                 model_brush_lightstyleinfo_t *style;
6686                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6687                 {
6688                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6689                         {
6690                                 msurface_t *surfaces = model->data_surfaces;
6691                                 int *list = style->surfacelist;
6692                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6693                                 for (j = 0;j < style->numsurfaces;j++)
6694                                         surfaces[list[j]].cached_dlight = true;
6695                         }
6696                 }
6697         }
6698
6699         R_UpdateAllTextureInfo(ent);
6700         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6701
6702         if (debug)
6703         {
6704                 R_DrawDebugModel(ent);
6705                 return;
6706         }
6707
6708         f = 0;
6709         t = NULL;
6710         rsurface.uselightmaptexture = false;
6711         rsurface.texture = NULL;
6712         rsurface.rtlight = NULL;
6713         numsurfacelist = 0;
6714         surface = model->data_surfaces + model->firstmodelsurface;
6715         endsurface = surface + model->nummodelsurfaces;
6716         for (;surface < endsurface;surface++)
6717         {
6718                 // if this surface fits the criteria, add it to the list
6719                 if (surface->num_triangles)
6720                 {
6721                         // if lightmap parameters changed, rebuild lightmap texture
6722                         if (surface->cached_dlight)
6723                                 R_BuildLightMap(ent, surface);
6724                         // add face to draw list
6725                         surfacelist[numsurfacelist++] = surface;
6726                         r_refdef.stats.entities_triangles += surface->num_triangles;
6727                         if (numsurfacelist >= maxsurfacelist)
6728                         {
6729                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6730                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6731                                 numsurfacelist = 0;
6732                         }
6733                 }
6734         }
6735         r_refdef.stats.entities_surfaces += numsurfacelist;
6736         if (numsurfacelist)
6737                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6738         GL_AlphaTest(false);
6739 }