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better VSDCT transform
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
48
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
85
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
94
95 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)"};
96
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 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)"};
104 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)"};
105 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)"};
106 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)"};
107 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)"};
108
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
114
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
119
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
127
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
132
133 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"};
134
135 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"};
136
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
138
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
146
147 extern cvar_t v_glslgamma;
148
149 extern qboolean v_flipped_state;
150
151 static struct r_bloomstate_s
152 {
153         qboolean enabled;
154         qboolean hdr;
155
156         int bloomwidth, bloomheight;
157
158         int screentexturewidth, screentextureheight;
159         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
160
161         int bloomtexturewidth, bloomtextureheight;
162         rtexture_t *texture_bloom;
163
164         // arrays for rendering the screen passes
165         float screentexcoord2f[8];
166         float bloomtexcoord2f[8];
167         float offsettexcoord2f[8];
168
169         r_viewport_t viewport;
170 }
171 r_bloomstate;
172
173 r_waterstate_t r_waterstate;
174
175 /// shadow volume bsp struct with automatically growing nodes buffer
176 svbsp_t r_svbsp;
177
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
189
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
193
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
196
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
199 {
200         0, 0, 0,
201         1, 0, 0,
202         1, 1, 0,
203         0, 1, 0
204 };
205
206 extern void R_DrawModelShadows(void);
207
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
209 {
210         int i;
211         for (i = 0;i < verts;i++)
212         {
213                 out[0] = in[0] * r;
214                 out[1] = in[1] * g;
215                 out[2] = in[2] * b;
216                 out[3] = in[3];
217                 in += 4;
218                 out += 4;
219         }
220 }
221
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
223 {
224         int i;
225         for (i = 0;i < verts;i++)
226         {
227                 out[0] = r;
228                 out[1] = g;
229                 out[2] = b;
230                 out[3] = a;
231                 out += 4;
232         }
233 }
234
235 // FIXME: move this to client?
236 void FOG_clear(void)
237 {
238         if (gamemode == GAME_NEHAHRA)
239         {
240                 Cvar_Set("gl_fogenable", "0");
241                 Cvar_Set("gl_fogdensity", "0.2");
242                 Cvar_Set("gl_fogred", "0.3");
243                 Cvar_Set("gl_foggreen", "0.3");
244                 Cvar_Set("gl_fogblue", "0.3");
245         }
246         r_refdef.fog_density = 0;
247         r_refdef.fog_red = 0;
248         r_refdef.fog_green = 0;
249         r_refdef.fog_blue = 0;
250         r_refdef.fog_alpha = 1;
251         r_refdef.fog_start = 0;
252         r_refdef.fog_end = 0;
253 }
254
255 float FogForDistance(vec_t dist)
256 {
257         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
259 }
260
261 float FogPoint_World(const vec3_t p)
262 {
263         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
264 }
265
266 float FogPoint_Model(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
269 }
270
271 static void R_BuildBlankTextures(void)
272 {
273         unsigned char data[4];
274         data[2] = 128; // normal X
275         data[1] = 128; // normal Y
276         data[0] = 255; // normal Z
277         data[3] = 128; // height
278         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279         data[0] = 255;
280         data[1] = 255;
281         data[2] = 255;
282         data[3] = 255;
283         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 128;
285         data[1] = 128;
286         data[2] = 128;
287         data[3] = 255;
288         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 0;
290         data[1] = 0;
291         data[2] = 0;
292         data[3] = 255;
293         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 }
295
296 static void R_BuildNoTexture(void)
297 {
298         int x, y;
299         unsigned char pix[16][16][4];
300         // this makes a light grey/dark grey checkerboard texture
301         for (y = 0;y < 16;y++)
302         {
303                 for (x = 0;x < 16;x++)
304                 {
305                         if ((y < 8) ^ (x < 8))
306                         {
307                                 pix[y][x][0] = 128;
308                                 pix[y][x][1] = 128;
309                                 pix[y][x][2] = 128;
310                                 pix[y][x][3] = 255;
311                         }
312                         else
313                         {
314                                 pix[y][x][0] = 64;
315                                 pix[y][x][1] = 64;
316                                 pix[y][x][2] = 64;
317                                 pix[y][x][3] = 255;
318                         }
319                 }
320         }
321         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
322 }
323
324 static void R_BuildWhiteCube(void)
325 {
326         unsigned char data[6*1*1*4];
327         memset(data, 255, sizeof(data));
328         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNormalizationCube(void)
332 {
333         int x, y, side;
334         vec3_t v;
335         vec_t s, t, intensity;
336 #define NORMSIZE 64
337         unsigned char data[6][NORMSIZE][NORMSIZE][4];
338         for (side = 0;side < 6;side++)
339         {
340                 for (y = 0;y < NORMSIZE;y++)
341                 {
342                         for (x = 0;x < NORMSIZE;x++)
343                         {
344                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
346                                 switch(side)
347                                 {
348                                 default:
349                                 case 0:
350                                         v[0] = 1;
351                                         v[1] = -t;
352                                         v[2] = -s;
353                                         break;
354                                 case 1:
355                                         v[0] = -1;
356                                         v[1] = -t;
357                                         v[2] = s;
358                                         break;
359                                 case 2:
360                                         v[0] = s;
361                                         v[1] = 1;
362                                         v[2] = t;
363                                         break;
364                                 case 3:
365                                         v[0] = s;
366                                         v[1] = -1;
367                                         v[2] = -t;
368                                         break;
369                                 case 4:
370                                         v[0] = s;
371                                         v[1] = -t;
372                                         v[2] = 1;
373                                         break;
374                                 case 5:
375                                         v[0] = -s;
376                                         v[1] = -t;
377                                         v[2] = -1;
378                                         break;
379                                 }
380                                 intensity = 127.0f / sqrt(DotProduct(v, v));
381                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384                                 data[side][y][x][3] = 255;
385                         }
386                 }
387         }
388         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
389 }
390
391 static void R_BuildFogTexture(void)
392 {
393         int x, b;
394 #define FOGWIDTH 256
395         unsigned char data1[FOGWIDTH][4];
396         //unsigned char data2[FOGWIDTH][4];
397         double d, r, alpha;
398
399         r_refdef.fogmasktable_start = r_refdef.fog_start;
400         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401         r_refdef.fogmasktable_range = r_refdef.fogrange;
402         r_refdef.fogmasktable_density = r_refdef.fog_density;
403
404         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
406         {
407                 d = (x * r - r_refdef.fogmasktable_start);
408                 if(developer.integer >= 100)
409                         Con_Printf("%f ", d);
410                 d = max(0, d);
411                 if (r_fog_exp2.integer)
412                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
413                 else
414                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415                 if(developer.integer >= 100)
416                         Con_Printf(" : %f ", alpha);
417                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418                 if(developer.integer >= 100)
419                         Con_Printf(" = %f\n", alpha);
420                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
421         }
422
423         for (x = 0;x < FOGWIDTH;x++)
424         {
425                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426                 data1[x][0] = b;
427                 data1[x][1] = b;
428                 data1[x][2] = b;
429                 data1[x][3] = 255;
430                 //data2[x][0] = 255 - b;
431                 //data2[x][1] = 255 - b;
432                 //data2[x][2] = 255 - b;
433                 //data2[x][3] = 255;
434         }
435         if (r_texture_fogattenuation)
436         {
437                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
439         }
440         else
441         {
442                 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);
443                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
444         }
445 }
446
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "\n"
451 "// enable various extensions depending on permutation:\n"
452 "\n" 
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
455 "#endif\n"
456 "\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "#   extension GL_EXT_gpu_shader4 : enable\n"
460 "# endif\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "#   extension GL_ARB_texture_gather : enable\n"
463 "#   define USETEXTUREGATHER\n"
464 "# else\n"
465 "#   ifdef GL_AMD_texture_texture4\n"
466 "#     extension GL_AMD_texture_texture4 : enable\n"
467 "#     define USETEXTUREGATHER\n"
468 "#     define textureGather texture4\n"
469 "#   endif\n"
470 "# endif\n"
471 "#endif\n"
472 "\n"
473 "#ifdef USESHADOWMAPCUBE\n"
474 "# extension GL_EXT_gpu_shader4 : enable\n"
475 "#endif\n"
476 "\n"
477 "#ifdef USESHADOWSAMPLER\n"
478 "# extension GL_ARB_shadow : enable\n"
479 "#endif\n"
480 "\n"
481 "// common definitions between vertex shader and fragment shader:\n"
482 "\n"
483 "//#ifdef __GLSL_CG_DATA_TYPES\n"
484 "//# define myhalf half\n"
485 "//# define myhalf2 half2\n"
486 "//# define myhalf3half3\n"
487 "//# define myhalf4 half4\n"
488 "//#else\n"
489 "# define myhalf float\n"
490 "# define myhalf2 vec2\n"
491 "# define myhalf3 vec3\n"
492 "# define myhalf4 vec4\n"
493 "//#endif\n"
494 "\n"
495 "#ifdef MODE_DEPTH_OR_SHADOW\n"
496 "\n"
497 "# ifdef VERTEX_SHADER\n"
498 "void main(void)\n"
499 "{\n"
500 "       gl_Position = ftransform();\n"
501 "}\n"
502 "# endif\n"
503 "\n"
504 "#else\n"
505 "#ifdef MODE_SHOWDEPTH\n"
506 "# ifdef VERTEX_SHADER\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_Position = ftransform();\n"
510 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
511 "}\n"
512 "# endif\n"
513 "# ifdef FRAGMENT_SHADER\n"
514 "void main(void)\n"
515 "{\n"
516 "       gl_FragColor = gl_Color;\n"
517 "}\n"
518 "# endif\n"
519 "\n"
520 "#else // !MODE_SHOWDEPTH\n"
521 "\n"
522 "#ifdef MODE_POSTPROCESS\n"
523 "# ifdef VERTEX_SHADER\n"
524 "void main(void)\n"
525 "{\n"
526 "       gl_FrontColor = gl_Color;\n"
527 "       gl_Position = ftransform();\n"
528 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
529 "#ifdef USEBLOOM\n"
530 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
531 "#endif\n"
532 "}\n"
533 "# endif\n"
534 "# ifdef FRAGMENT_SHADER\n"
535 "\n"
536 "uniform sampler2D Texture_First;\n"
537 "#ifdef USEBLOOM\n"
538 "uniform sampler2D Texture_Second;\n"
539 "#endif\n"
540 "#ifdef USEGAMMARAMPS\n"
541 "uniform sampler2D Texture_GammaRamps;\n"
542 "#endif\n"
543 "#ifdef USESATURATION\n"
544 "uniform float Saturation;\n"
545 "#endif\n"
546 "#ifdef USEVIEWTINT\n"
547 "uniform vec4 TintColor;\n"
548 "#endif\n"
549 "//uncomment these if you want to use them:\n"
550 "uniform vec4 UserVec1;\n"
551 "// uniform vec4 UserVec2;\n"
552 "// uniform vec4 UserVec3;\n"
553 "// uniform vec4 UserVec4;\n"
554 "// uniform float ClientTime;\n"
555 "uniform vec2 PixelSize;\n"
556 "void main(void)\n"
557 "{\n"
558 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
559 "#ifdef USEBLOOM\n"
560 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
561 "#endif\n"
562 "#ifdef USEVIEWTINT\n"
563 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
564 "#endif\n"
565 "\n"
566 "#ifdef USEPOSTPROCESSING\n"
567 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
568 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
569 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
570 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
571 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
572 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
573 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
574 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
575 "#endif\n"
576 "\n"
577 "#ifdef USESATURATION\n"
578 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
579 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
580 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
581 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
582 "#endif\n"
583 "\n"
584 "#ifdef USEGAMMARAMPS\n"
585 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
586 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
587 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
588 "#endif\n"
589 "}\n"
590 "# endif\n"
591 "\n"
592 "\n"
593 "#else\n"
594 "#ifdef MODE_GENERIC\n"
595 "# ifdef VERTEX_SHADER\n"
596 "void main(void)\n"
597 "{\n"
598 "       gl_FrontColor = gl_Color;\n"
599 "#  ifdef USEDIFFUSE\n"
600 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
601 "#  endif\n"
602 "#  ifdef USESPECULAR\n"
603 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
604 "#  endif\n"
605 "       gl_Position = ftransform();\n"
606 "}\n"
607 "# endif\n"
608 "# ifdef FRAGMENT_SHADER\n"
609 "\n"
610 "#  ifdef USEDIFFUSE\n"
611 "uniform sampler2D Texture_First;\n"
612 "#  endif\n"
613 "#  ifdef USESPECULAR\n"
614 "uniform sampler2D Texture_Second;\n"
615 "#  endif\n"
616 "\n"
617 "void main(void)\n"
618 "{\n"
619 "       gl_FragColor = gl_Color;\n"
620 "#  ifdef USEDIFFUSE\n"
621 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
622 "#  endif\n"
623 "\n"
624 "#  ifdef USESPECULAR\n"
625 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
626 "#  endif\n"
627 "#  ifdef USECOLORMAPPING\n"
628 "       gl_FragColor *= tex2;\n"
629 "#  endif\n"
630 "#  ifdef USEGLOW\n"
631 "       gl_FragColor += tex2;\n"
632 "#  endif\n"
633 "#  ifdef USEVERTEXTEXTUREBLEND\n"
634 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
635 "#  endif\n"
636 "}\n"
637 "# endif\n"
638 "\n"
639 "#else // !MODE_GENERIC\n"
640 "\n"
641 "varying vec2 TexCoord;\n"
642 "#ifdef USEVERTEXTEXTUREBLEND\n"
643 "varying vec2 TexCoord2;\n"
644 "#endif\n"
645 "varying vec2 TexCoordLightmap;\n"
646 "\n"
647 "#ifdef MODE_LIGHTSOURCE\n"
648 "varying vec3 CubeVector;\n"
649 "#endif\n"
650 "\n"
651 "#ifdef MODE_LIGHTSOURCE\n"
652 "varying vec3 LightVector;\n"
653 "#endif\n"
654 "#ifdef MODE_LIGHTDIRECTION\n"
655 "varying vec3 LightVector;\n"
656 "#endif\n"
657 "\n"
658 "varying vec3 EyeVector;\n"
659 "#ifdef USEFOG\n"
660 "varying vec3 EyeVectorModelSpace;\n"
661 "#endif\n"
662 "\n"
663 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
664 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
665 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
666 "\n"
667 "#ifdef MODE_WATER\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
669 "#endif\n"
670 "#ifdef MODE_REFRACTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
672 "#endif\n"
673 "#ifdef USEREFLECTION\n"
674 "varying vec4 ModelViewProjectionPosition;\n"
675 "#endif\n"
676 "\n"
677 "\n"
678 "\n"
679 "\n"
680 "\n"
681 "// vertex shader specific:\n"
682 "#ifdef VERTEX_SHADER\n"
683 "\n"
684 "uniform vec3 LightPosition;\n"
685 "uniform vec3 EyePosition;\n"
686 "uniform vec3 LightDir;\n"
687 "\n"
688 "// 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"
689 "\n"
690 "void main(void)\n"
691 "{\n"
692 "       gl_FrontColor = gl_Color;\n"
693 "       // copy the surface texcoord\n"
694 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
695 "#ifdef USEVERTEXTEXTUREBLEND\n"
696 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
697 "#endif\n"
698 "#ifndef MODE_LIGHTSOURCE\n"
699 "# ifndef MODE_LIGHTDIRECTION\n"
700 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
701 "# endif\n"
702 "#endif\n"
703 "\n"
704 "#ifdef MODE_LIGHTSOURCE\n"
705 "       // transform vertex position into light attenuation/cubemap space\n"
706 "       // (-1 to +1 across the light box)\n"
707 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
708 "\n"
709 "       // transform unnormalized light direction into tangent space\n"
710 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
711 "       //  normalize it per pixel)\n"
712 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
713 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
714 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
715 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
716 "#endif\n"
717 "\n"
718 "#ifdef MODE_LIGHTDIRECTION\n"
719 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
720 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
721 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
722 "#endif\n"
723 "\n"
724 "       // transform unnormalized eye direction into tangent space\n"
725 "#ifndef USEFOG\n"
726 "       vec3 EyeVectorModelSpace;\n"
727 "#endif\n"
728 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
729 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
730 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
731 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
732 "\n"
733 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
734 "       VectorS = gl_MultiTexCoord1.xyz;\n"
735 "       VectorT = gl_MultiTexCoord2.xyz;\n"
736 "       VectorR = gl_MultiTexCoord3.xyz;\n"
737 "#endif\n"
738 "\n"
739 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
740 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
741 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
742 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
743 "//#endif\n"
744 "\n"
745 "// transform vertex to camera space, using ftransform to match non-VS\n"
746 "       // rendering\n"
747 "       gl_Position = ftransform();\n"
748 "\n"
749 "#ifdef MODE_WATER\n"
750 "       ModelViewProjectionPosition = gl_Position;\n"
751 "#endif\n"
752 "#ifdef MODE_REFRACTION\n"
753 "       ModelViewProjectionPosition = gl_Position;\n"
754 "#endif\n"
755 "#ifdef USEREFLECTION\n"
756 "       ModelViewProjectionPosition = gl_Position;\n"
757 "#endif\n"
758 "}\n"
759 "\n"
760 "#endif // VERTEX_SHADER\n"
761 "\n"
762 "\n"
763 "\n"
764 "\n"
765 "// fragment shader specific:\n"
766 "#ifdef FRAGMENT_SHADER\n"
767 "\n"
768 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
769 "uniform sampler2D Texture_Normal;\n"
770 "uniform sampler2D Texture_Color;\n"
771 "uniform sampler2D Texture_Gloss;\n"
772 "uniform sampler2D Texture_Glow;\n"
773 "uniform sampler2D Texture_SecondaryNormal;\n"
774 "uniform sampler2D Texture_SecondaryColor;\n"
775 "uniform sampler2D Texture_SecondaryGloss;\n"
776 "uniform sampler2D Texture_SecondaryGlow;\n"
777 "uniform sampler2D Texture_Pants;\n"
778 "uniform sampler2D Texture_Shirt;\n"
779 "uniform sampler2D Texture_FogMask;\n"
780 "uniform sampler2D Texture_Lightmap;\n"
781 "uniform sampler2D Texture_Deluxemap;\n"
782 "uniform sampler2D Texture_Refraction;\n"
783 "uniform sampler2D Texture_Reflection;\n"
784 "uniform sampler2D Texture_Attenuation;\n"
785 "uniform samplerCube Texture_Cube;\n"
786 "\n"
787 "#define showshadowmap 0\n"
788 "\n"
789 "#ifdef USESHADOWMAPRECT\n"
790 "# ifdef USESHADOWSAMPLER\n"
791 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
792 "# else\n"
793 "uniform sampler2DRect Texture_ShadowMapRect;\n"
794 "# endif\n"
795 "#endif\n"
796 "\n"
797 "#ifdef USESHADOWMAP2D\n"
798 "# ifdef USESHADOWSAMPLER\n"
799 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
800 "# else\n"
801 "uniform sampler2D Texture_ShadowMap2D;\n"
802 "# endif\n"
803 "#endif\n"
804 "\n"
805 "#ifdef USESHADOWMAPVSDCT\n"
806 "uniform samplerCube Texture_CubeProjection;\n"
807 "#endif\n"
808 "\n"
809 "#ifdef USESHADOWMAPCUBE\n"
810 "# ifdef USESHADOWSAMPLER\n"
811 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
812 "# else\n"
813 "uniform samplerCube Texture_ShadowMapCube;\n"
814 "# endif\n"
815 "#endif\n"
816 "\n"
817 "uniform myhalf3 LightColor;\n"
818 "uniform myhalf3 AmbientColor;\n"
819 "uniform myhalf3 DiffuseColor;\n"
820 "uniform myhalf3 SpecularColor;\n"
821 "uniform myhalf3 Color_Pants;\n"
822 "uniform myhalf3 Color_Shirt;\n"
823 "uniform myhalf3 FogColor;\n"
824 "\n"
825 "uniform myhalf4 TintColor;\n"
826 "\n"
827 "\n"
828 "//#ifdef MODE_WATER\n"
829 "uniform vec4 DistortScaleRefractReflect;\n"
830 "uniform vec4 ScreenScaleRefractReflect;\n"
831 "uniform vec4 ScreenCenterRefractReflect;\n"
832 "uniform myhalf4 RefractColor;\n"
833 "uniform myhalf4 ReflectColor;\n"
834 "uniform myhalf ReflectFactor;\n"
835 "uniform myhalf ReflectOffset;\n"
836 "//#else\n"
837 "//# ifdef MODE_REFRACTION\n"
838 "//uniform vec4 DistortScaleRefractReflect;\n"
839 "//uniform vec4 ScreenScaleRefractReflect;\n"
840 "//uniform vec4 ScreenCenterRefractReflect;\n"
841 "//uniform myhalf4 RefractColor;\n"
842 "//#  ifdef USEREFLECTION\n"
843 "//uniform myhalf4 ReflectColor;\n"
844 "//#  endif\n"
845 "//# else\n"
846 "//#  ifdef USEREFLECTION\n"
847 "//uniform vec4 DistortScaleRefractReflect;\n"
848 "//uniform vec4 ScreenScaleRefractReflect;\n"
849 "//uniform vec4 ScreenCenterRefractReflect;\n"
850 "//uniform myhalf4 ReflectColor;\n"
851 "//#  endif\n"
852 "//# endif\n"
853 "//#endif\n"
854 "\n"
855 "uniform myhalf GlowScale;\n"
856 "uniform myhalf SceneBrightness;\n"
857 "\n"
858 "uniform float OffsetMapping_Scale;\n"
859 "uniform float OffsetMapping_Bias;\n"
860 "uniform float FogRangeRecip;\n"
861 "\n"
862 "uniform myhalf AmbientScale;\n"
863 "uniform myhalf DiffuseScale;\n"
864 "uniform myhalf SpecularScale;\n"
865 "uniform myhalf SpecularPower;\n"
866 "\n"
867 "#ifdef USEOFFSETMAPPING\n"
868 "vec2 OffsetMapping(vec2 TexCoord)\n"
869 "{\n"
870 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
871 "       // 14 sample relief mapping: linear search and then binary search\n"
872 "       // this basically steps forward a small amount repeatedly until it finds\n"
873 "       // itself inside solid, then jitters forward and back using decreasing\n"
874 "       // amounts to find the impact\n"
875 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
876 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
877 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
878 "       vec3 RT = vec3(TexCoord, 1);\n"
879 "       OffsetVector *= 0.1;\n"
880 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
887 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
888 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
889 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
890 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
891 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
892 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
893 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
894 "       return RT.xy;\n"
895 "#else\n"
896 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
897 "       // this basically moves forward the full distance, and then backs up based\n"
898 "       // on height of samples\n"
899 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
900 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
901 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
902 "       TexCoord += OffsetVector;\n"
903 "       OffsetVector *= 0.333;\n"
904 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
905 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
906 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
907 "       return TexCoord;\n"
908 "#endif\n"
909 "}\n"
910 "#endif // USEOFFSETMAPPING\n"
911 "\n"
912 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
913 "uniform vec4 ShadowMap_TextureScale;\n"
914 "uniform vec4 ShadowMap_Parameters;\n"
915 "#endif\n"
916 "\n"
917 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
918 "vec3 GetShadowMapTC2D(vec3 dir)\n"
919 "{\n"
920 "       vec3 adir = abs(dir);\n"
921 "# ifndef USESHADOWMAPVSDCT\n"
922 "       vec2 tc;\n"
923 "       vec2 offset;\n"
924 "       float ma;\n"
925 "       if (adir.x > adir.y)\n"
926 "       {\n"
927 "               if (adir.x > adir.z) // X\n"
928 "               {\n"
929 "                       ma = adir.x;\n"
930 "                       tc = dir.zy;\n"
931 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
932 "               }\n"
933 "               else // Z\n"
934 "               {\n"
935 "                       ma = adir.z;\n"
936 "                       tc = dir.xy;\n"
937 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
938 "               }\n"
939 "       }\n"
940 "       else\n"
941 "       {\n"
942 "               if (adir.y > adir.z) // Y\n"
943 "               {\n"
944 "                       ma = adir.y;\n"
945 "                       tc = dir.xz;\n"
946 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
947 "               }\n"
948 "               else // Z\n"
949 "               {\n"
950 "                       ma = adir.z;\n"
951 "                       tc = dir.xy;\n"
952 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
953 "               }\n"
954 "       }\n"
955 "\n"
956 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
957 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
958 "       stc.z += ShadowMap_Parameters.z;\n"
959 "#  ifndef USESHADOWMAPRECT\n"
960 "       stc.xy *= ShadowMap_TextureScale.xy;\n"
961 "#  endif\n"
962 "       return stc;\n"
963 "# else\n"
964 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
965 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
966 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
967 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
968 "       stc.z += ShadowMap_Parameters.z;\n"
969 "#  ifndef USESHADOWMAPRECT\n"
970 "       stc.xy *= ShadowMap_TextureScale.xy;\n"
971 "#  endif\n"
972 "       return stc;\n"
973 "# endif\n"
974 "}\n"
975 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
976 "\n"
977 "#ifdef USESHADOWMAPCUBE\n"
978 "vec4 GetShadowMapTCCube(vec3 dir)\n"
979 "{\n"
980 "    vec3 adir = abs(dir);\n"
981 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
982 "}\n"
983 "#endif\n"
984 "\n"
985 "#if !showshadowmap\n"
986 "# ifdef USESHADOWMAPRECT\n"
987 "float ShadowMapCompare(vec3 dir)\n"
988 "{\n"
989 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
990 "       float f;\n"
991 "#  ifdef USESHADOWSAMPLER\n"
992 "\n"
993 "#    ifdef USESHADOWMAPPCF\n"
994 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
995 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
996 "#    else\n"
997 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
998 "#    endif\n"
999 "\n"
1000 "#  else\n"
1001 "\n"
1002 "#    ifdef USESHADOWMAPPCF\n"
1003 "#      if USESHADOWMAPPCF > 1\n"
1004 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1005 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1006 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1007 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1008 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1009 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1010 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1011 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1012 "#      else\n"
1013 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1014 "    vec2 offset = fract(shadowmaptc.xy);\n"
1015 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1016 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1017 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1018 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1019 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1020 "#      endif\n"
1021 "#    else\n"
1022 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1023 "#    endif\n"
1024 "\n"
1025 "#  endif\n"
1026 "       return f;\n"
1027 "}\n"
1028 "# endif\n"
1029 "\n"
1030 "# ifdef USESHADOWMAP2D\n"
1031 "float ShadowMapCompare(vec3 dir)\n"
1032 "{\n"
1033 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1034 "    float f;\n"
1035 "\n"
1036 "#  ifdef USESHADOWSAMPLER\n"
1037 "#    ifdef USESHADOWMAPPCF\n"
1038 "#      ifdef GL_EXT_gpu_shader4\n"
1039 "#        define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1040 "#      else\n"
1041 "#        define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r  \n"
1042 "#      endif\n"
1043 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1044 "#    else\n"
1045 "    f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1046 "#    endif\n"
1047 "#  else\n"
1048 "#    ifdef USESHADOWMAPPCF\n"
1049 "#     ifdef USETEXTUREGATHER\n"
1050 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1051 "    vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
1052 "    vec4 group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
1053 "    vec4 group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0,  1.0))*ShadowMap_TextureScale.xy));\n"
1054 "    vec4 group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0,  1.0))*ShadowMap_TextureScale.xy));\n"
1055 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1058 "#     else\n"
1059 "#      if USESHADOWMAPPCF > 1\n"
1060 "#       ifdef GL_EXT_gpu_shader4\n"
1061 "    vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1062 "#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1063 "#       else\n"
1064 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1065 "#         define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r  \n"
1066 "#       endif\n"
1067 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1069 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1070 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1071 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1073 "#      else\n"
1074 "#       ifdef GL_EXT_gpu_shader4\n"
1075 "#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, shadowmaptc.xy, ivec2(x, y)).r\n"
1076 "#       else\n"
1077 "#         define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r  \n"
1078 "#       endif\n"
1079 "    vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
1080 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1081 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1082 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1083 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1084 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1085 "#      endif\n"      
1086 "#     endif\n"
1087 "#    else\n"
1088 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1089 "#    endif\n"
1090 "#  endif\n"
1091 "    return f;\n"
1092 "}\n"
1093 "# endif\n"
1094 "\n"
1095 "# ifdef USESHADOWMAPCUBE\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1097 "{\n"
1098 "    // apply depth texture cubemap as light filter\n"
1099 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1100 "    float f;\n"
1101 "#  ifdef USESHADOWSAMPLER\n"
1102 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1103 "#  else\n"
1104 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1105 "#  endif\n"
1106 "    return f;\n"
1107 "}\n"
1108 "# endif\n"
1109 "#endif\n"
1110 "\n"
1111 "#ifdef MODE_WATER\n"
1112 "\n"
1113 "// water pass\n"
1114 "void main(void)\n"
1115 "{\n"
1116 "#ifdef USEOFFSETMAPPING\n"
1117 "       // apply offsetmapping\n"
1118 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1119 "#define TexCoord TexCoordOffset\n"
1120 "#endif\n"
1121 "\n"
1122 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1123 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1124 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1125 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1126 "       // FIXME temporary hack to detect the case that the reflection\n"
1127 "       // gets blackened at edges due to leaving the area that contains actual\n"
1128 "       // content.\n"
1129 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1130 "       // 'appening.\n"
1131 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1136 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1137 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1138 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1139 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1140 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1141 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1142 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1143 "}\n"
1144 "\n"
1145 "#else // !MODE_WATER\n"
1146 "#ifdef MODE_REFRACTION\n"
1147 "\n"
1148 "// refraction pass\n"
1149 "void main(void)\n"
1150 "{\n"
1151 "#ifdef USEOFFSETMAPPING\n"
1152 "       // apply offsetmapping\n"
1153 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1154 "#define TexCoord TexCoordOffset\n"
1155 "#endif\n"
1156 "\n"
1157 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1158 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1159 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1160 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1161 "       // FIXME temporary hack to detect the case that the reflection\n"
1162 "       // gets blackened at edges due to leaving the area that contains actual\n"
1163 "       // content.\n"
1164 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1165 "       // 'appening.\n"
1166 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1167 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1168 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1169 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1170 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1171 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1172 "}\n"
1173 "\n"
1174 "#else // !MODE_REFRACTION\n"
1175 "void main(void)\n"
1176 "{\n"
1177 "#ifdef USEOFFSETMAPPING\n"
1178 "       // apply offsetmapping\n"
1179 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1180 "#define TexCoord TexCoordOffset\n"
1181 "#endif\n"
1182 "\n"
1183 "       // combine the diffuse textures (base, pants, shirt)\n"
1184 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1185 "#ifdef USECOLORMAPPING\n"
1186 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1187 "#endif\n"
1188 "#ifdef USEVERTEXTEXTUREBLEND\n"
1189 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1190 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1191 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1192 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1193 "       color.a = 1.0;\n"
1194 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1195 "#endif\n"
1196 "\n"
1197 "#ifdef USEDIFFUSE\n"
1198 "       // get the surface normal and the gloss color\n"
1199 "# ifdef USEVERTEXTEXTUREBLEND\n"
1200 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "#  ifdef USESPECULAR\n"
1202 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1203 "#  endif\n"
1204 "# else\n"
1205 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1206 "#  ifdef USESPECULAR\n"
1207 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1208 "#  endif\n"
1209 "# endif\n"
1210 "#endif\n"
1211 "\n"
1212 "\n"
1213 "\n"
1214 "#ifdef MODE_LIGHTSOURCE\n"
1215 "       // light source\n"
1216 "\n"
1217 "       // calculate surface normal, light normal, and specular normal\n"
1218 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1219 "       // scale by light color and attenuation as efficiently as possible\n"
1220 "       // (do as much scalar math as possible rather than vector math)\n"
1221 "# ifdef USEDIFFUSE\n"
1222 "       // get the light normal\n"
1223 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1224 "# endif\n"
1225 "# ifdef USESPECULAR\n"
1226 "#  ifndef USEEXACTSPECULARMATH\n"
1227 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1228 "\n"
1229 "#  endif\n"
1230 "       // calculate directional shading\n"
1231 "#  ifdef USEEXACTSPECULARMATH\n"
1232 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1233 "#  else\n"
1234 "       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"
1235 "#  endif\n"
1236 "# else\n"
1237 "#  ifdef USEDIFFUSE\n"
1238 "       // calculate directional shading\n"
1239 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1240 "#  else\n"
1241 "       // calculate directionless shading\n"
1242 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1243 "#  endif\n"
1244 "# endif\n"
1245 "\n"
1246 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1247 "#if !showshadowmap\n"
1248 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1249 "#endif\n"
1250 "#endif\n"
1251 "\n"
1252 "# ifdef USECUBEFILTER\n"
1253 "       // apply light cubemap filter\n"
1254 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1255 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1256 "# endif\n"
1257 "#endif // MODE_LIGHTSOURCE\n"
1258 "\n"
1259 "\n"
1260 "\n"
1261 "\n"
1262 "#ifdef MODE_LIGHTDIRECTION\n"
1263 "       // directional model lighting\n"
1264 "# ifdef USEDIFFUSE\n"
1265 "       // get the light normal\n"
1266 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1267 "# endif\n"
1268 "# ifdef USESPECULAR\n"
1269 "       // calculate directional shading\n"
1270 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1271 "#  ifdef USEEXACTSPECULARMATH\n"
1272 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1273 "#  else\n"
1274 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1275 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1276 "#  endif\n"
1277 "# else\n"
1278 "#  ifdef USEDIFFUSE\n"
1279 "\n"
1280 "       // calculate directional shading\n"
1281 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1282 "#  else\n"
1283 "       color.rgb *= AmbientColor;\n"
1284 "#  endif\n"
1285 "# endif\n"
1286 "#endif // MODE_LIGHTDIRECTION\n"
1287 "\n"
1288 "\n"
1289 "\n"
1290 "\n"
1291 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1292 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1293 "\n"
1294 "       // get the light normal\n"
1295 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1296 "       myhalf3 diffusenormal;\n"
1297 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1298 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1299 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1300 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1301 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1302 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1303 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1304 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1305 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1306 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1307 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1308 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1309 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1310 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1311 "# ifdef USESPECULAR\n"
1312 "#  ifdef USEEXACTSPECULARMATH\n"
1313 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1314 "#  else\n"
1315 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1316 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1317 "#  endif\n"
1318 "# endif\n"
1319 "\n"
1320 "       // apply lightmap color\n"
1321 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1322 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1323 "\n"
1324 "\n"
1325 "\n"
1326 "\n"
1327 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1328 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1329 "\n"
1330 "       // get the light normal\n"
1331 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1332 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1333 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1334 "# ifdef USESPECULAR\n"
1335 "#  ifdef USEEXACTSPECULARMATH\n"
1336 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1337 "#  else\n"
1338 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1339 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1340 "#  endif\n"
1341 "# endif\n"
1342 "\n"
1343 "       // apply lightmap color\n"
1344 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1345 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1346 "\n"
1347 "\n"
1348 "\n"
1349 "\n"
1350 "#ifdef MODE_LIGHTMAP\n"
1351 "       // apply lightmap color\n"
1352 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1353 "#endif // MODE_LIGHTMAP\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "\n"
1358 "#ifdef MODE_VERTEXCOLOR\n"
1359 "       // apply lightmap color\n"
1360 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1361 "#endif // MODE_VERTEXCOLOR\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "#ifdef MODE_FLATCOLOR\n"
1367 "#endif // MODE_FLATCOLOR\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "       color *= TintColor;\n"
1376 "\n"
1377 "#ifdef USEGLOW\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1380 "#else\n"
1381 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1382 "#endif\n"
1383 "#endif\n"
1384 "\n"
1385 "       color.rgb *= SceneBrightness;\n"
1386 "\n"
1387 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1388 "#ifdef USEFOG\n"
1389 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1390 "#endif\n"
1391 "\n"
1392 "       // 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"
1393 "#ifdef USEREFLECTION\n"
1394 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1395 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1396 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1397 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1398 "       // FIXME temporary hack to detect the case that the reflection\n"
1399 "       // gets blackened at edges due to leaving the area that contains actual\n"
1400 "       // content.\n"
1401 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1402 "       // 'appening.\n"
1403 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1404 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1405 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1406 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1407 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1408 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1409 "#endif\n"
1410 "\n"
1411 "       gl_FragColor = vec4(color);\n"
1412 "\n"
1413 "#if showshadowmap\n"
1414 "# ifdef USESHADOWMAPRECT\n"
1415 "#  ifdef USESHADOWSAMPLER\n"
1416 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1417 "#  else\n"
1418 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1419 "#  endif\n"
1420 "# endif\n"
1421 "# ifdef USESHADOWMAP2D\n"
1422 "#  ifdef USESHADOWSAMPLER\n"
1423 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1424 "#  else\n"
1425 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1426 "#  endif\n"
1427 "# endif\n"
1428 "\n"
1429 "# ifdef USESHADOWMAPCUBE\n"
1430 "#  ifdef USESHADOWSAMPLER\n"
1431 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1432 "#  else\n"
1433 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1434 "#  endif\n"
1435 "# endif\n"
1436 "#endif\n"
1437 "}\n"
1438 "#endif // !MODE_REFRACTION\n"
1439 "#endif // !MODE_WATER\n"
1440 "\n"
1441 "#endif // FRAGMENT_SHADER\n"
1442 "\n"
1443 "#endif // !MODE_GENERIC\n"
1444 "#endif // !MODE_POSTPROCESS\n"
1445 "#endif // !MODE_SHOWDEPTH\n"
1446 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1447 ;
1448
1449 typedef struct shaderpermutationinfo_s
1450 {
1451         const char *pretext;
1452         const char *name;
1453 }
1454 shaderpermutationinfo_t;
1455
1456 typedef struct shadermodeinfo_s
1457 {
1458         const char *vertexfilename;
1459         const char *geometryfilename;
1460         const char *fragmentfilename;
1461         const char *pretext;
1462         const char *name;
1463 }
1464 shadermodeinfo_t;
1465
1466 typedef enum shaderpermutation_e
1467 {
1468         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1469         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1470         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1471         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1472         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1473         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1474         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1475         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1476         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1477         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1478         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1479         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1480         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1481         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1482         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1483         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1484         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1485         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1486         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1487         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1488         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1489         SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1490         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1491         SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1492         SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1493 }
1494 shaderpermutation_t;
1495
1496 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1497 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1498 {
1499         {"#define USEDIFFUSE\n", " diffuse"},
1500         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1501         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1502         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1503         {"#define USECUBEFILTER\n", " cubefilter"},
1504         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1505         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1506         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1507         {"#define USEREFLECTION\n", " reflection"},
1508         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1509         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1510         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1511         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1512         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1513         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1514         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1515         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1516         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1517 };
1518
1519 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1520 typedef enum shadermode_e
1521 {
1522         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1523         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1524         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1525         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1526         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1527         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1528         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1529         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1530         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1531         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1532         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1533         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1534         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1535         SHADERMODE_COUNT
1536 }
1537 shadermode_t;
1538
1539 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1540 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1541 {
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1544         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1547         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1548         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1549         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1550         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1551         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1552         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1553         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1554         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1555 };
1556
1557 struct r_glsl_permutation_s;
1558 typedef struct r_glsl_permutation_s
1559 {
1560         /// hash lookup data
1561         struct r_glsl_permutation_s *hashnext;
1562         unsigned int mode;
1563         unsigned int permutation;
1564
1565         /// indicates if we have tried compiling this permutation already
1566         qboolean compiled;
1567         /// 0 if compilation failed
1568         int program;
1569         /// locations of detected uniforms in program object, or -1 if not found
1570         int loc_Texture_First;
1571         int loc_Texture_Second;
1572         int loc_Texture_GammaRamps;
1573         int loc_Texture_Normal;
1574         int loc_Texture_Color;
1575         int loc_Texture_Gloss;
1576         int loc_Texture_Glow;
1577         int loc_Texture_SecondaryNormal;
1578         int loc_Texture_SecondaryColor;
1579         int loc_Texture_SecondaryGloss;
1580         int loc_Texture_SecondaryGlow;
1581         int loc_Texture_Pants;
1582         int loc_Texture_Shirt;
1583         int loc_Texture_FogMask;
1584         int loc_Texture_Lightmap;
1585         int loc_Texture_Deluxemap;
1586         int loc_Texture_Attenuation;
1587         int loc_Texture_Cube;
1588         int loc_Texture_Refraction;
1589         int loc_Texture_Reflection;
1590         int loc_Texture_ShadowMapRect;
1591         int loc_Texture_ShadowMapCube;
1592         int loc_Texture_ShadowMap2D;
1593         int loc_Texture_CubeProjection;
1594         int loc_FogColor;
1595         int loc_LightPosition;
1596         int loc_EyePosition;
1597         int loc_Color_Pants;
1598         int loc_Color_Shirt;
1599         int loc_FogRangeRecip;
1600         int loc_AmbientScale;
1601         int loc_DiffuseScale;
1602         int loc_SpecularScale;
1603         int loc_SpecularPower;
1604         int loc_GlowScale;
1605         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1606         int loc_OffsetMapping_Scale;
1607         int loc_TintColor;
1608         int loc_AmbientColor;
1609         int loc_DiffuseColor;
1610         int loc_SpecularColor;
1611         int loc_LightDir;
1612         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1613         int loc_GammaCoeff; ///< 1 / gamma
1614         int loc_DistortScaleRefractReflect;
1615         int loc_ScreenScaleRefractReflect;
1616         int loc_ScreenCenterRefractReflect;
1617         int loc_RefractColor;
1618         int loc_ReflectColor;
1619         int loc_ReflectFactor;
1620         int loc_ReflectOffset;
1621         int loc_UserVec1;
1622         int loc_UserVec2;
1623         int loc_UserVec3;
1624         int loc_UserVec4;
1625         int loc_ClientTime;
1626         int loc_PixelSize;
1627         int loc_Saturation;
1628         int loc_ShadowMap_TextureScale;
1629         int loc_ShadowMap_Parameters;
1630 }
1631 r_glsl_permutation_t;
1632
1633 #define SHADERPERMUTATION_HASHSIZE 4096
1634
1635 /// information about each possible shader permutation
1636 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1637 /// currently selected permutation
1638 r_glsl_permutation_t *r_glsl_permutation;
1639 /// storage for permutations linked in the hash table
1640 memexpandablearray_t r_glsl_permutationarray;
1641
1642 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1643 {
1644         //unsigned int hashdepth = 0;
1645         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1646         r_glsl_permutation_t *p;
1647         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1648         {
1649                 if (p->mode == mode && p->permutation == permutation)
1650                 {
1651                         //if (hashdepth > 10)
1652                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1653                         return p;
1654                 }
1655                 //hashdepth++;
1656         }
1657         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1658         p->mode = mode;
1659         p->permutation = permutation;
1660         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1661         r_glsl_permutationhash[mode][hashindex] = p;
1662         //if (hashdepth > 10)
1663         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1664         return p;
1665 }
1666
1667 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1668 {
1669         char *shaderstring;
1670         if (!filename || !filename[0])
1671                 return NULL;
1672         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1673         if (shaderstring)
1674         {
1675                 if (printfromdisknotice)
1676                         Con_DPrint("from disk... ");
1677                 return shaderstring;
1678         }
1679         else if (!strcmp(filename, "glsl/default.glsl"))
1680         {
1681                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1682                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1683         }
1684         return shaderstring;
1685 }
1686
1687 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1688 {
1689         int i;
1690         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1691         int vertstrings_count = 0;
1692         int geomstrings_count = 0;
1693         int fragstrings_count = 0;
1694         char *vertexstring, *geometrystring, *fragmentstring;
1695         const char *vertstrings_list[32+3];
1696         const char *geomstrings_list[32+3];
1697         const char *fragstrings_list[32+3];
1698         char permutationname[256];
1699
1700         if (p->compiled)
1701                 return;
1702         p->compiled = true;
1703         p->program = 0;
1704
1705         permutationname[0] = 0;
1706         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1707         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1708         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1709
1710         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1711
1712         // the first pretext is which type of shader to compile as
1713         // (later these will all be bound together as a program object)
1714         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1715         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1716         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1717
1718         // the second pretext is the mode (for example a light source)
1719         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1720         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1721         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1722         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1723
1724         // now add all the permutation pretexts
1725         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1726         {
1727                 if (permutation & (1<<i))
1728                 {
1729                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1730                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1731                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1732                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1733                 }
1734                 else
1735                 {
1736                         // keep line numbers correct
1737                         vertstrings_list[vertstrings_count++] = "\n";
1738                         geomstrings_list[geomstrings_count++] = "\n";
1739                         fragstrings_list[fragstrings_count++] = "\n";
1740                 }
1741         }
1742
1743         // now append the shader text itself
1744         vertstrings_list[vertstrings_count++] = vertexstring;
1745         geomstrings_list[geomstrings_count++] = geometrystring;
1746         fragstrings_list[fragstrings_count++] = fragmentstring;
1747
1748         // if any sources were NULL, clear the respective list
1749         if (!vertexstring)
1750                 vertstrings_count = 0;
1751         if (!geometrystring)
1752                 geomstrings_count = 0;
1753         if (!fragmentstring)
1754                 fragstrings_count = 0;
1755
1756         // compile the shader program
1757         if (vertstrings_count + geomstrings_count + fragstrings_count)
1758                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1759         if (p->program)
1760         {
1761                 CHECKGLERROR
1762                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1763                 // look up all the uniform variable names we care about, so we don't
1764                 // have to look them up every time we set them
1765                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1766                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1767                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1768                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1769                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1770                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1771                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1772                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1773                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1774                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1775                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1776                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1777                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1778                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1779                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1780                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1781                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1782                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1783                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1784                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1785                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1786                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1787                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1788                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1789                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1790                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1791                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1792                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1793                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1794                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1795                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1796                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1797                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1798                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1799                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1800                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1801                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1802                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1803                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1804                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1805                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1806                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1807                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1808                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1809                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1810                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1811                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1812                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1813                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1814                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1815                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1816                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1817                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1818                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1819                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1820                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1821                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1822                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1823                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1824                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1825                 // initialize the samplers to refer to the texture units we use
1826                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1827                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1828                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1829                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1830                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1831                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1832                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1833                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1834                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1835                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1836                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1837                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1838                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1839                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1840                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1841                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1842                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1843                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1844                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1845                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1846                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1847                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1848                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1849                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1850                 CHECKGLERROR
1851                 if (developer.integer)
1852                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1853         }
1854         else
1855                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1856
1857         // free the strings
1858         if (vertexstring)
1859                 Mem_Free(vertexstring);
1860         if (geometrystring)
1861                 Mem_Free(geometrystring);
1862         if (fragmentstring)
1863                 Mem_Free(fragmentstring);
1864 }
1865
1866 void R_GLSL_Restart_f(void)
1867 {
1868         unsigned int i, limit;
1869         r_glsl_permutation_t *p;
1870         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1871         for (i = 0;i < limit;i++)
1872         {
1873                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1874                 {
1875                         GL_Backend_FreeProgram(p->program);
1876                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1877                 }
1878         }
1879         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1880 }
1881
1882 void R_GLSL_DumpShader_f(void)
1883 {
1884         int i;
1885
1886         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1887         if(!file)
1888         {
1889                 Con_Printf("failed to write to glsl/default.glsl\n");
1890                 return;
1891         }
1892
1893         FS_Print(file, "/* The engine may define the following macros:\n");
1894         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895         for (i = 0;i < SHADERMODE_COUNT;i++)
1896                 FS_Print(file, shadermodeinfo[i].pretext);
1897         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898                 FS_Print(file, shaderpermutationinfo[i].pretext);
1899         FS_Print(file, "*/\n");
1900         FS_Print(file, builtinshaderstring);
1901         FS_Close(file);
1902
1903         Con_Printf("glsl/default.glsl written\n");
1904 }
1905
1906 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1907 {
1908         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1909         if (r_glsl_permutation != perm)
1910         {
1911                 r_glsl_permutation = perm;
1912                 if (!r_glsl_permutation->program)
1913                 {
1914                         if (!r_glsl_permutation->compiled)
1915                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1916                         if (!r_glsl_permutation->program)
1917                         {
1918                                 // remove features until we find a valid permutation
1919                                 int i;
1920                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1921                                 {
1922                                         // reduce i more quickly whenever it would not remove any bits
1923                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1924                                         if (!(permutation & j))
1925                                                 continue;
1926                                         permutation -= j;
1927                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1928                                         if (!r_glsl_permutation->compiled)
1929                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1930                                         if (r_glsl_permutation->program)
1931                                                 break;
1932                                 }
1933                                 if (i >= SHADERPERMUTATION_COUNT)
1934                                 {
1935                                         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");
1936                                         Cvar_SetValueQuick(&r_glsl, 0);
1937                                         R_GLSL_Restart_f(); // unload shaders
1938                                         return; // no bit left to clear
1939                                 }
1940                         }
1941                 }
1942                 CHECKGLERROR
1943                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1944         }
1945 }
1946
1947 void R_SetupGenericShader(qboolean usetexture)
1948 {
1949         if (gl_support_fragment_shader)
1950         {
1951                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1952                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1953                 else if (r_glsl_permutation)
1954                 {
1955                         r_glsl_permutation = NULL;
1956                         qglUseProgramObjectARB(0);CHECKGLERROR
1957                 }
1958         }
1959 }
1960
1961 void R_SetupGenericTwoTextureShader(int texturemode)
1962 {
1963         if (gl_support_fragment_shader)
1964         {
1965                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1966                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1967                 else if (r_glsl_permutation)
1968                 {
1969                         r_glsl_permutation = NULL;
1970                         qglUseProgramObjectARB(0);CHECKGLERROR
1971                 }
1972         }
1973         if (!r_glsl_permutation)
1974         {
1975                 if (texturemode == GL_DECAL && gl_combine.integer)
1976                         texturemode = GL_INTERPOLATE_ARB;
1977                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1978         }
1979 }
1980
1981 void R_SetupDepthOrShadowShader(void)
1982 {
1983         if (gl_support_fragment_shader)
1984         {
1985                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1986                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1987                 else if (r_glsl_permutation)
1988                 {
1989                         r_glsl_permutation = NULL;
1990                         qglUseProgramObjectARB(0);CHECKGLERROR
1991                 }
1992         }
1993 }
1994
1995 void R_SetupShowDepthShader(void)
1996 {
1997         if (gl_support_fragment_shader)
1998         {
1999                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2000                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2001                 else if (r_glsl_permutation)
2002                 {
2003                         r_glsl_permutation = NULL;
2004                         qglUseProgramObjectARB(0);CHECKGLERROR
2005                 }
2006         }
2007 }
2008
2009 extern rtexture_t *r_shadow_attenuationgradienttexture;
2010 extern rtexture_t *r_shadow_attenuation2dtexture;
2011 extern rtexture_t *r_shadow_attenuation3dtexture;
2012 extern qboolean r_shadow_usingshadowmaprect;
2013 extern qboolean r_shadow_usingshadowmapcube;
2014 extern qboolean r_shadow_usingshadowmap2d;
2015 extern float r_shadow_shadowmap_texturescale[4];
2016 extern float r_shadow_shadowmap_parameters[4];
2017 extern qboolean r_shadow_shadowmapvsdct;
2018 extern qboolean r_shadow_shadowmapsampler;
2019 extern int r_shadow_shadowmappcf;
2020 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2021 {
2022         // select a permutation of the lighting shader appropriate to this
2023         // combination of texture, entity, light source, and fogging, only use the
2024         // minimum features necessary to avoid wasting rendering time in the
2025         // fragment shader on features that are not being used
2026         unsigned int permutation = 0;
2027         unsigned int mode = 0;
2028         // TODO: implement geometry-shader based shadow volumes someday
2029         if (r_glsl_offsetmapping.integer)
2030         {
2031                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2032                 if (r_glsl_offsetmapping_reliefmapping.integer)
2033                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2034         }
2035         if (rsurfacepass == RSURFPASS_BACKGROUND)
2036         {
2037                 // distorted background
2038                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2039                         mode = SHADERMODE_WATER;
2040                 else
2041                         mode = SHADERMODE_REFRACTION;
2042         }
2043         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2044         {
2045                 // light source
2046                 mode = SHADERMODE_LIGHTSOURCE;
2047                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2048                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2049                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2050                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2051                 if (diffusescale > 0)
2052                         permutation |= SHADERPERMUTATION_DIFFUSE;
2053                 if (specularscale > 0)
2054                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2055                 if (r_refdef.fogenabled)
2056                         permutation |= SHADERPERMUTATION_FOG;
2057                 if (rsurface.texture->colormapping)
2058                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2059                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2060                 {
2061                         if (r_shadow_usingshadowmaprect)
2062                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2063                         if (r_shadow_usingshadowmap2d)
2064                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2065                         if (r_shadow_usingshadowmapcube)
2066                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2067                         else if(r_shadow_shadowmapvsdct)
2068                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2069
2070                         if (r_shadow_shadowmapsampler)
2071                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2072                         if (r_shadow_shadowmappcf > 1)
2073                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2074                         else if (r_shadow_shadowmappcf)
2075                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2076                 }
2077         }
2078         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2079         {
2080                 // unshaded geometry (fullbright or ambient model lighting)
2081                 mode = SHADERMODE_FLATCOLOR;
2082                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2083                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2084                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2085                         permutation |= SHADERPERMUTATION_GLOW;
2086                 if (r_refdef.fogenabled)
2087                         permutation |= SHADERPERMUTATION_FOG;
2088                 if (rsurface.texture->colormapping)
2089                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2090                 if (r_glsl_offsetmapping.integer)
2091                 {
2092                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2093                         if (r_glsl_offsetmapping_reliefmapping.integer)
2094                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2095                 }
2096                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2097                         permutation |= SHADERPERMUTATION_REFLECTION;
2098         }
2099         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2100         {
2101                 // directional model lighting
2102                 mode = SHADERMODE_LIGHTDIRECTION;
2103                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2104                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2105                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2106                         permutation |= SHADERPERMUTATION_GLOW;
2107                 permutation |= SHADERPERMUTATION_DIFFUSE;
2108                 if (specularscale > 0)
2109                         permutation |= SHADERPERMUTATION_SPECULAR;
2110                 if (r_refdef.fogenabled)
2111                         permutation |= SHADERPERMUTATION_FOG;
2112                 if (rsurface.texture->colormapping)
2113                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2114                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2115                         permutation |= SHADERPERMUTATION_REFLECTION;
2116         }
2117         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2118         {
2119                 // ambient model lighting
2120                 mode = SHADERMODE_LIGHTDIRECTION;
2121                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2122                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2123                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2124                         permutation |= SHADERPERMUTATION_GLOW;
2125                 if (r_refdef.fogenabled)
2126                         permutation |= SHADERPERMUTATION_FOG;
2127                 if (rsurface.texture->colormapping)
2128                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2130                         permutation |= SHADERPERMUTATION_REFLECTION;
2131         }
2132         else
2133         {
2134                 // lightmapped wall
2135                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2136                 {
2137                         // deluxemapping (light direction texture)
2138                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2139                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2140                         else
2141                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2142                         permutation |= SHADERPERMUTATION_DIFFUSE;
2143                         if (specularscale > 0)
2144                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2145                 }
2146                 else if (r_glsl_deluxemapping.integer >= 2)
2147                 {
2148                         // fake deluxemapping (uniform light direction in tangentspace)
2149                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2150                         permutation |= SHADERPERMUTATION_DIFFUSE;
2151                         if (specularscale > 0)
2152                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2153                 }
2154                 else if (rsurface.uselightmaptexture)
2155                 {
2156                         // ordinary lightmapping (q1bsp, q3bsp)
2157                         mode = SHADERMODE_LIGHTMAP;
2158                 }
2159                 else
2160                 {
2161                         // ordinary vertex coloring (q3bsp)
2162                         mode = SHADERMODE_VERTEXCOLOR;
2163                 }
2164                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2165                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2166                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2167                         permutation |= SHADERPERMUTATION_GLOW;
2168                 if (r_refdef.fogenabled)
2169                         permutation |= SHADERPERMUTATION_FOG;
2170                 if (rsurface.texture->colormapping)
2171                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2172                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2173                         permutation |= SHADERPERMUTATION_REFLECTION;
2174         }
2175         if(permutation & SHADERPERMUTATION_SPECULAR)
2176                 if(r_shadow_glossexact.integer)
2177                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2178         R_SetupShader_SetPermutation(mode, permutation);
2179         if (mode == SHADERMODE_LIGHTSOURCE)
2180         {
2181                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2182                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2183                 {
2184                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2185                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2186                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2187                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2188                 }
2189                 else
2190                 {
2191                         // ambient only is simpler
2192                         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]);
2193                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2194                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2195                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2196                 }
2197                 // additive passes are only darkened by fog, not tinted
2198                 if (r_glsl_permutation->loc_FogColor >= 0)
2199                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2200                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2201                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2202         }
2203         else
2204         {
2205                 if (mode == SHADERMODE_LIGHTDIRECTION)
2206                 {
2207                         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);
2208                         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);
2209                         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);
2210                         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]);
2211                 }
2212                 else
2213                 {
2214                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2215                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2216                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2217                 }
2218                 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]);
2219                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2220                 // additive passes are only darkened by fog, not tinted
2221                 if (r_glsl_permutation->loc_FogColor >= 0)
2222                 {
2223                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2224                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2225                         else
2226                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2227                 }
2228                 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);
2229                 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]);
2230                 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]);
2231                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2232                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2233                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2234                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2235         }
2236         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2237         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2238         if (r_glsl_permutation->loc_Color_Pants >= 0)
2239         {
2240                 if (rsurface.texture->currentskinframe->pants)
2241                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2242                 else
2243                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2244         }
2245         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2246         {
2247                 if (rsurface.texture->currentskinframe->shirt)
2248                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2249                 else
2250                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2251         }
2252         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2253         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2254         {
2255                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2256         }
2257         else
2258         {
2259                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2260         }
2261         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2262         CHECKGLERROR
2263 }
2264
2265 #define SKINFRAME_HASH 1024
2266
2267 typedef struct
2268 {
2269         int loadsequence; // incremented each level change
2270         memexpandablearray_t array;
2271         skinframe_t *hash[SKINFRAME_HASH];
2272 }
2273 r_skinframe_t;
2274 r_skinframe_t r_skinframe;
2275
2276 void R_SkinFrame_PrepareForPurge(void)
2277 {
2278         r_skinframe.loadsequence++;
2279         // wrap it without hitting zero
2280         if (r_skinframe.loadsequence >= 200)
2281                 r_skinframe.loadsequence = 1;
2282 }
2283
2284 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2285 {
2286         if (!skinframe)
2287                 return;
2288         // mark the skinframe as used for the purging code
2289         skinframe->loadsequence = r_skinframe.loadsequence;
2290 }
2291
2292 void R_SkinFrame_Purge(void)
2293 {
2294         int i;
2295         skinframe_t *s;
2296         for (i = 0;i < SKINFRAME_HASH;i++)
2297         {
2298                 for (s = r_skinframe.hash[i];s;s = s->next)
2299                 {
2300                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2301                         {
2302                                 if (s->merged == s->base)
2303                                         s->merged = NULL;
2304                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2305                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2306                                 R_PurgeTexture(s->merged);s->merged = NULL;
2307                                 R_PurgeTexture(s->base  );s->base   = NULL;
2308                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2309                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2310                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2311                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2312                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2313                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2314                                 s->loadsequence = 0;
2315                         }
2316                 }
2317         }
2318 }
2319
2320 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2321         skinframe_t *item;
2322         char basename[MAX_QPATH];
2323
2324         Image_StripImageExtension(name, basename, sizeof(basename));
2325
2326         if( last == NULL ) {
2327                 int hashindex;
2328                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2329                 item = r_skinframe.hash[hashindex];
2330         } else {
2331                 item = last->next;
2332         }
2333
2334         // linearly search through the hash bucket
2335         for( ; item ; item = item->next ) {
2336                 if( !strcmp( item->basename, basename ) ) {
2337                         return item;
2338                 }
2339         }
2340         return NULL;
2341 }
2342
2343 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2344 {
2345         skinframe_t *item;
2346         int hashindex;
2347         char basename[MAX_QPATH];
2348
2349         Image_StripImageExtension(name, basename, sizeof(basename));
2350
2351         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2352         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2353                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2354                         break;
2355
2356         if (!item) {
2357                 rtexture_t *dyntexture;
2358                 // check whether its a dynamic texture
2359                 dyntexture = CL_GetDynTexture( basename );
2360                 if (!add && !dyntexture)
2361                         return NULL;
2362                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2363                 memset(item, 0, sizeof(*item));
2364                 strlcpy(item->basename, basename, sizeof(item->basename));
2365                 item->base = dyntexture; // either NULL or dyntexture handle
2366                 item->textureflags = textureflags;
2367                 item->comparewidth = comparewidth;
2368                 item->compareheight = compareheight;
2369                 item->comparecrc = comparecrc;
2370                 item->next = r_skinframe.hash[hashindex];
2371                 r_skinframe.hash[hashindex] = item;
2372         }
2373         else if( item->base == NULL )
2374         {
2375                 rtexture_t *dyntexture;
2376                 // check whether its a dynamic texture
2377                 // 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]
2378                 dyntexture = CL_GetDynTexture( basename );
2379                 item->base = dyntexture; // either NULL or dyntexture handle
2380         }
2381
2382         R_SkinFrame_MarkUsed(item);
2383         return item;
2384 }
2385
2386 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2387         { \
2388                 unsigned long long avgcolor[5], wsum; \
2389                 int pix, comp, w; \
2390                 avgcolor[0] = 0; \
2391                 avgcolor[1] = 0; \
2392                 avgcolor[2] = 0; \
2393                 avgcolor[3] = 0; \
2394                 avgcolor[4] = 0; \
2395                 wsum = 0; \
2396                 for(pix = 0; pix < cnt; ++pix) \
2397                 { \
2398                         w = 0; \
2399                         for(comp = 0; comp < 3; ++comp) \
2400                                 w += getpixel; \
2401                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2402                         { \
2403                                 ++wsum; \
2404                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2405                                 w = getpixel; \
2406                                 for(comp = 0; comp < 3; ++comp) \
2407                                         avgcolor[comp] += getpixel * w; \
2408                                 avgcolor[3] += w; \
2409                         } \
2410                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2411                         avgcolor[4] += getpixel; \
2412                 } \
2413                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2414                         avgcolor[3] = 1; \
2415                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2416                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2417                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2418                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2419         }
2420
2421 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2422 {
2423         // FIXME: it should be possible to disable loading various layers using
2424         // cvars, to prevent wasted loading time and memory usage if the user does
2425         // not want them
2426         qboolean loadnormalmap = true;
2427         qboolean loadgloss = true;
2428         qboolean loadpantsandshirt = true;
2429         qboolean loadglow = true;
2430         int j;
2431         unsigned char *pixels;
2432         unsigned char *bumppixels;
2433         unsigned char *basepixels = NULL;
2434         int basepixels_width;
2435         int basepixels_height;
2436         skinframe_t *skinframe;
2437
2438         *has_alpha = false;
2439
2440         if (cls.state == ca_dedicated)
2441                 return NULL;
2442
2443         // return an existing skinframe if already loaded
2444         // if loading of the first image fails, don't make a new skinframe as it
2445         // would cause all future lookups of this to be missing
2446         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2447         if (skinframe && skinframe->base)
2448                 return skinframe;
2449
2450         basepixels = loadimagepixelsbgra(name, complain, true);
2451         if (basepixels == NULL)
2452                 return NULL;
2453
2454         if (developer_loading.integer)
2455                 Con_Printf("loading skin \"%s\"\n", name);
2456
2457         // we've got some pixels to store, so really allocate this new texture now
2458         if (!skinframe)
2459                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2460         skinframe->stain = NULL;
2461         skinframe->merged = NULL;
2462         skinframe->base = r_texture_notexture;
2463         skinframe->pants = NULL;
2464         skinframe->shirt = NULL;
2465         skinframe->nmap = r_texture_blanknormalmap;
2466         skinframe->gloss = NULL;
2467         skinframe->glow = NULL;
2468         skinframe->fog = NULL;
2469
2470         basepixels_width = image_width;
2471         basepixels_height = image_height;
2472         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);
2473
2474         if (textureflags & TEXF_ALPHA)
2475         {
2476                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2477                         if (basepixels[j] < 255)
2478                                 break;
2479                 if (j < basepixels_width * basepixels_height * 4)
2480                 {
2481                         // has transparent pixels
2482                         *has_alpha = true;
2483                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2484                         for (j = 0;j < image_width * image_height * 4;j += 4)
2485                         {
2486                                 pixels[j+0] = 255;
2487                                 pixels[j+1] = 255;
2488                                 pixels[j+2] = 255;
2489                                 pixels[j+3] = basepixels[j+3];
2490                         }
2491                         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);
2492                         Mem_Free(pixels);
2493                 }
2494         }
2495
2496         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2497         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2498
2499         // _norm is the name used by tenebrae and has been adopted as standard
2500         if (loadnormalmap)
2501         {
2502                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2503                 {
2504                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2505                         Mem_Free(pixels);
2506                         pixels = NULL;
2507                 }
2508                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2509                 {
2510                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2511                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2512                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2513                         Mem_Free(pixels);
2514                         Mem_Free(bumppixels);
2515                 }
2516                 else if (r_shadow_bumpscale_basetexture.value > 0)
2517                 {
2518                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2519                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2520                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2521                         Mem_Free(pixels);
2522                 }
2523         }
2524         // _luma is supported for tenebrae compatibility
2525         // (I think it's a very stupid name, but oh well)
2526         // _glow is the preferred name
2527         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;}
2528         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;}
2529         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;}
2530         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;}
2531
2532         if (basepixels)
2533                 Mem_Free(basepixels);
2534
2535         return skinframe;
2536 }
2537
2538 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2539 {
2540         qboolean has_alpha;
2541         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2542 }
2543
2544 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)
2545 {
2546         int i;
2547         if (!force)
2548         {
2549                 for (i = 0;i < width*height;i++)
2550                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2551                                 break;
2552                 if (i == width*height)
2553                         return NULL;
2554         }
2555         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2556 }
2557
2558 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2559 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2560 {
2561         int i;
2562         unsigned char *temp1, *temp2;
2563         skinframe_t *skinframe;
2564
2565         if (cls.state == ca_dedicated)
2566                 return NULL;
2567
2568         // if already loaded just return it, otherwise make a new skinframe
2569         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2570         if (skinframe && skinframe->base)
2571                 return skinframe;
2572
2573         skinframe->stain = NULL;
2574         skinframe->merged = NULL;
2575         skinframe->base = r_texture_notexture;
2576         skinframe->pants = NULL;
2577         skinframe->shirt = NULL;
2578         skinframe->nmap = r_texture_blanknormalmap;
2579         skinframe->gloss = NULL;
2580         skinframe->glow = NULL;
2581         skinframe->fog = NULL;
2582
2583         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2584         if (!skindata)
2585                 return NULL;
2586
2587         if (developer_loading.integer)
2588                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2589
2590         if (r_shadow_bumpscale_basetexture.value > 0)
2591         {
2592                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2593                 temp2 = temp1 + width * height * 4;
2594                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2595                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2596                 Mem_Free(temp1);
2597         }
2598         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2599         if (textureflags & TEXF_ALPHA)
2600         {
2601                 for (i = 3;i < width * height * 4;i += 4)
2602                         if (skindata[i] < 255)
2603                                 break;
2604                 if (i < width * height * 4)
2605                 {
2606                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2607                         memcpy(fogpixels, skindata, width * height * 4);
2608                         for (i = 0;i < width * height * 4;i += 4)
2609                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2610                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2611                         Mem_Free(fogpixels);
2612                 }
2613         }
2614
2615         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2616         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2617
2618         return skinframe;
2619 }
2620
2621 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2622 {
2623         int i;
2624         unsigned char *temp1, *temp2;
2625         unsigned int *palette;
2626         skinframe_t *skinframe;
2627
2628         if (cls.state == ca_dedicated)
2629                 return NULL;
2630
2631         // if already loaded just return it, otherwise make a new skinframe
2632         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2633         if (skinframe && skinframe->base)
2634                 return skinframe;
2635
2636         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2637
2638         skinframe->stain = NULL;
2639         skinframe->merged = NULL;
2640         skinframe->base = r_texture_notexture;
2641         skinframe->pants = NULL;
2642         skinframe->shirt = NULL;
2643         skinframe->nmap = r_texture_blanknormalmap;
2644         skinframe->gloss = NULL;
2645         skinframe->glow = NULL;
2646         skinframe->fog = NULL;
2647
2648         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2649         if (!skindata)
2650                 return NULL;
2651
2652         if (developer_loading.integer)
2653                 Con_Printf("loading quake skin \"%s\"\n", name);
2654
2655         if (r_shadow_bumpscale_basetexture.value > 0)
2656         {
2657                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2658                 temp2 = temp1 + width * height * 4;
2659                 // use either a custom palette or the quake palette
2660                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2661                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2662                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2663                 Mem_Free(temp1);
2664         }
2665         // use either a custom palette, or the quake palette
2666         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2667         if (loadglowtexture)
2668                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2669         if (loadpantsandshirt)
2670         {
2671                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2672                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2673         }
2674         if (skinframe->pants || skinframe->shirt)
2675                 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
2676         if (textureflags & TEXF_ALPHA)
2677         {
2678                 for (i = 0;i < width * height;i++)
2679                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2680                                 break;
2681                 if (i < width * height)
2682                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2683         }
2684
2685         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2686         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2687
2688         return skinframe;
2689 }
2690
2691 skinframe_t *R_SkinFrame_LoadMissing(void)
2692 {
2693         skinframe_t *skinframe;
2694
2695         if (cls.state == ca_dedicated)
2696                 return NULL;
2697
2698         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2699         skinframe->stain = NULL;
2700         skinframe->merged = NULL;
2701         skinframe->base = r_texture_notexture;
2702         skinframe->pants = NULL;
2703         skinframe->shirt = NULL;
2704         skinframe->nmap = r_texture_blanknormalmap;
2705         skinframe->gloss = NULL;
2706         skinframe->glow = NULL;
2707         skinframe->fog = NULL;
2708
2709         skinframe->avgcolor[0] = rand() / RAND_MAX;
2710         skinframe->avgcolor[1] = rand() / RAND_MAX;
2711         skinframe->avgcolor[2] = rand() / RAND_MAX;
2712         skinframe->avgcolor[3] = 1;
2713
2714         return skinframe;
2715 }
2716
2717 void gl_main_start(void)
2718 {
2719         r_numqueries = 0;
2720         r_maxqueries = 0;
2721         memset(r_queries, 0, sizeof(r_queries));
2722
2723         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2724         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2725
2726         // set up r_skinframe loading system for textures
2727         memset(&r_skinframe, 0, sizeof(r_skinframe));
2728         r_skinframe.loadsequence = 1;
2729         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2730
2731         r_main_texturepool = R_AllocTexturePool();
2732         R_BuildBlankTextures();
2733         R_BuildNoTexture();
2734         if (gl_texturecubemap)
2735         {
2736                 R_BuildWhiteCube();
2737                 R_BuildNormalizationCube();
2738         }
2739         r_texture_fogattenuation = NULL;
2740         r_texture_gammaramps = NULL;
2741         //r_texture_fogintensity = NULL;
2742         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2743         memset(&r_waterstate, 0, sizeof(r_waterstate));
2744         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2745         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2746         memset(&r_svbsp, 0, sizeof (r_svbsp));
2747
2748         r_refdef.fogmasktable_density = 0;
2749 }
2750
2751 extern rtexture_t *loadingscreentexture;
2752 void gl_main_shutdown(void)
2753 {
2754         if (r_maxqueries)
2755                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2756
2757         r_numqueries = 0;
2758         r_maxqueries = 0;
2759         memset(r_queries, 0, sizeof(r_queries));
2760
2761         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2762         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2763
2764         // clear out the r_skinframe state
2765         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2766         memset(&r_skinframe, 0, sizeof(r_skinframe));
2767
2768         if (r_svbsp.nodes)
2769                 Mem_Free(r_svbsp.nodes);
2770         memset(&r_svbsp, 0, sizeof (r_svbsp));
2771         R_FreeTexturePool(&r_main_texturepool);
2772         loadingscreentexture = NULL;
2773         r_texture_blanknormalmap = NULL;
2774         r_texture_white = NULL;
2775         r_texture_grey128 = NULL;
2776         r_texture_black = NULL;
2777         r_texture_whitecube = NULL;
2778         r_texture_normalizationcube = NULL;
2779         r_texture_fogattenuation = NULL;
2780         r_texture_gammaramps = NULL;
2781         //r_texture_fogintensity = NULL;
2782         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2783         memset(&r_waterstate, 0, sizeof(r_waterstate));
2784         R_GLSL_Restart_f();
2785 }
2786
2787 extern void CL_ParseEntityLump(char *entitystring);
2788 void gl_main_newmap(void)
2789 {
2790         // FIXME: move this code to client
2791         int l;
2792         char *entities, entname[MAX_QPATH];
2793         if (cl.worldmodel)
2794         {
2795                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2796                 l = (int)strlen(entname) - 4;
2797                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2798                 {
2799                         memcpy(entname + l, ".ent", 5);
2800                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2801                         {
2802                                 CL_ParseEntityLump(entities);
2803                                 Mem_Free(entities);
2804                                 return;
2805                         }
2806                 }
2807                 if (cl.worldmodel->brush.entities)
2808                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2809         }
2810 }
2811
2812 void GL_Main_Init(void)
2813 {
2814         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2815
2816         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2817         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2818         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2819         if (gamemode == GAME_NEHAHRA)
2820         {
2821                 Cvar_RegisterVariable (&gl_fogenable);
2822                 Cvar_RegisterVariable (&gl_fogdensity);
2823                 Cvar_RegisterVariable (&gl_fogred);
2824                 Cvar_RegisterVariable (&gl_foggreen);
2825                 Cvar_RegisterVariable (&gl_fogblue);
2826                 Cvar_RegisterVariable (&gl_fogstart);
2827                 Cvar_RegisterVariable (&gl_fogend);
2828                 Cvar_RegisterVariable (&gl_skyclip);
2829         }
2830         Cvar_RegisterVariable(&r_motionblur);
2831         Cvar_RegisterVariable(&r_motionblur_maxblur);
2832         Cvar_RegisterVariable(&r_motionblur_bmin);
2833         Cvar_RegisterVariable(&r_motionblur_vmin);
2834         Cvar_RegisterVariable(&r_motionblur_vmax);
2835         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2836         Cvar_RegisterVariable(&r_motionblur_randomize);
2837         Cvar_RegisterVariable(&r_damageblur);
2838         Cvar_RegisterVariable(&r_animcache);
2839         Cvar_RegisterVariable(&r_depthfirst);
2840         Cvar_RegisterVariable(&r_useinfinitefarclip);
2841         Cvar_RegisterVariable(&r_nearclip);
2842         Cvar_RegisterVariable(&r_showbboxes);
2843         Cvar_RegisterVariable(&r_showsurfaces);
2844         Cvar_RegisterVariable(&r_showtris);
2845         Cvar_RegisterVariable(&r_shownormals);
2846         Cvar_RegisterVariable(&r_showlighting);
2847         Cvar_RegisterVariable(&r_showshadowvolumes);
2848         Cvar_RegisterVariable(&r_showcollisionbrushes);
2849         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2850         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2851         Cvar_RegisterVariable(&r_showdisabledepthtest);
2852         Cvar_RegisterVariable(&r_drawportals);
2853         Cvar_RegisterVariable(&r_drawentities);
2854         Cvar_RegisterVariable(&r_cullentities_trace);
2855         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2856         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2857         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2858         Cvar_RegisterVariable(&r_drawviewmodel);
2859         Cvar_RegisterVariable(&r_speeds);
2860         Cvar_RegisterVariable(&r_fullbrights);
2861         Cvar_RegisterVariable(&r_wateralpha);
2862         Cvar_RegisterVariable(&r_dynamic);
2863         Cvar_RegisterVariable(&r_fullbright);
2864         Cvar_RegisterVariable(&r_shadows);
2865         Cvar_RegisterVariable(&r_shadows_darken);
2866         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2867         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2868         Cvar_RegisterVariable(&r_shadows_throwdistance);
2869         Cvar_RegisterVariable(&r_shadows_throwdirection);
2870         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2871         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2872         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2873         Cvar_RegisterVariable(&r_fog_exp2);
2874         Cvar_RegisterVariable(&r_drawfog);
2875         Cvar_RegisterVariable(&r_textureunits);
2876         Cvar_RegisterVariable(&r_glsl);
2877         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2878         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2879         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2880         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2881         Cvar_RegisterVariable(&r_glsl_postprocess);
2882         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2883         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2884         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2885         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2886         Cvar_RegisterVariable(&r_glsl_usegeneric);
2887         Cvar_RegisterVariable(&r_water);
2888         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2889         Cvar_RegisterVariable(&r_water_clippingplanebias);
2890         Cvar_RegisterVariable(&r_water_refractdistort);
2891         Cvar_RegisterVariable(&r_water_reflectdistort);
2892         Cvar_RegisterVariable(&r_lerpsprites);
2893         Cvar_RegisterVariable(&r_lerpmodels);
2894         Cvar_RegisterVariable(&r_lerplightstyles);
2895         Cvar_RegisterVariable(&r_waterscroll);
2896         Cvar_RegisterVariable(&r_bloom);
2897         Cvar_RegisterVariable(&r_bloom_colorscale);
2898         Cvar_RegisterVariable(&r_bloom_brighten);
2899         Cvar_RegisterVariable(&r_bloom_blur);
2900         Cvar_RegisterVariable(&r_bloom_resolution);
2901         Cvar_RegisterVariable(&r_bloom_colorexponent);
2902         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2903         Cvar_RegisterVariable(&r_hdr);
2904         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2905         Cvar_RegisterVariable(&r_hdr_glowintensity);
2906         Cvar_RegisterVariable(&r_hdr_range);
2907         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2908         Cvar_RegisterVariable(&developer_texturelogging);
2909         Cvar_RegisterVariable(&gl_lightmaps);
2910         Cvar_RegisterVariable(&r_test);
2911         Cvar_RegisterVariable(&r_batchmode);
2912         Cvar_RegisterVariable(&r_glsl_saturation);
2913         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2914                 Cvar_SetValue("r_fullbrights", 0);
2915         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2916
2917         Cvar_RegisterVariable(&r_track_sprites);
2918         Cvar_RegisterVariable(&r_track_sprites_flags);
2919         Cvar_RegisterVariable(&r_track_sprites_scalew);
2920         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2921 }
2922
2923 extern void R_Textures_Init(void);
2924 extern void GL_Draw_Init(void);
2925 extern void GL_Main_Init(void);
2926 extern void R_Shadow_Init(void);
2927 extern void R_Sky_Init(void);
2928 extern void GL_Surf_Init(void);
2929 extern void R_Particles_Init(void);
2930 extern void R_Explosion_Init(void);
2931 extern void gl_backend_init(void);
2932 extern void Sbar_Init(void);
2933 extern void R_LightningBeams_Init(void);
2934 extern void Mod_RenderInit(void);
2935
2936 void Render_Init(void)
2937 {
2938         gl_backend_init();
2939         R_Textures_Init();
2940         GL_Main_Init();
2941         GL_Draw_Init();
2942         R_Shadow_Init();
2943         R_Sky_Init();
2944         GL_Surf_Init();
2945         Sbar_Init();
2946         R_Particles_Init();
2947         R_Explosion_Init();
2948         R_LightningBeams_Init();
2949         Mod_RenderInit();
2950 }
2951
2952 /*
2953 ===============
2954 GL_Init
2955 ===============
2956 */
2957 extern char *ENGINE_EXTENSIONS;
2958 void GL_Init (void)
2959 {
2960         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2961         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2962         gl_version = (const char *)qglGetString(GL_VERSION);
2963         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2964
2965         if (!gl_extensions)
2966                 gl_extensions = "";
2967         if (!gl_platformextensions)
2968                 gl_platformextensions = "";
2969
2970         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2971         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2972         Con_Printf("GL_VERSION: %s\n", gl_version);
2973         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2974         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2975
2976         VID_CheckExtensions();
2977
2978         // LordHavoc: report supported extensions
2979         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2980
2981         // clear to black (loading plaque will be seen over this)
2982         CHECKGLERROR
2983         qglClearColor(0,0,0,1);CHECKGLERROR
2984         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2985 }
2986
2987 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2988 {
2989         int i;
2990         mplane_t *p;
2991         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2992         {
2993                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2994                 if (i == 4)
2995                         continue;
2996                 p = r_refdef.view.frustum + i;
2997                 switch(p->signbits)
2998                 {
2999                 default:
3000                 case 0:
3001                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3002                                 return true;
3003                         break;
3004                 case 1:
3005                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3006                                 return true;
3007                         break;
3008                 case 2:
3009                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3010                                 return true;
3011                         break;
3012                 case 3:
3013                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3014                                 return true;
3015                         break;
3016                 case 4:
3017                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3018                                 return true;
3019                         break;
3020                 case 5:
3021                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3022                                 return true;
3023                         break;
3024                 case 6:
3025                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3026                                 return true;
3027                         break;
3028                 case 7:
3029                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3030                                 return true;
3031                         break;
3032                 }
3033         }
3034         return false;
3035 }
3036
3037 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3038 {
3039         int i;
3040         const mplane_t *p;
3041         for (i = 0;i < numplanes;i++)
3042         {
3043                 p = planes + i;
3044                 switch(p->signbits)
3045                 {
3046                 default:
3047                 case 0:
3048                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3049                                 return true;
3050                         break;
3051                 case 1:
3052                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3053                                 return true;
3054                         break;
3055                 case 2:
3056                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3057                                 return true;
3058                         break;
3059                 case 3:
3060                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3061                                 return true;
3062                         break;
3063                 case 4:
3064                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3065                                 return true;
3066                         break;
3067                 case 5:
3068                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3069                                 return true;
3070                         break;
3071                 case 6:
3072                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3073                                 return true;
3074                         break;
3075                 case 7:
3076                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3077                                 return true;
3078                         break;
3079                 }
3080         }
3081         return false;
3082 }
3083
3084 //==================================================================================
3085
3086 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3087
3088 /**
3089  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3090  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3091  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3092  */
3093
3094 typedef struct r_animcache_entity_s
3095 {
3096         float *vertex3f;
3097         float *normal3f;
3098         float *svector3f;
3099         float *tvector3f;
3100         int maxvertices;
3101         qboolean wantnormals;
3102         qboolean wanttangents;
3103 }
3104 r_animcache_entity_t;
3105
3106 typedef struct r_animcache_s
3107 {
3108         r_animcache_entity_t entity[MAX_EDICTS*2];
3109         int maxindex;
3110         int currentindex;
3111 }
3112 r_animcache_t;
3113
3114 static r_animcache_t r_animcachestate;
3115
3116 void R_AnimCache_Free(void)
3117 {
3118         int idx;
3119         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3120         {
3121                 r_animcachestate.entity[idx].maxvertices = 0;
3122                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3123                 r_animcachestate.entity[idx].vertex3f = NULL;
3124                 r_animcachestate.entity[idx].normal3f = NULL;
3125                 r_animcachestate.entity[idx].svector3f = NULL;
3126                 r_animcachestate.entity[idx].tvector3f = NULL;
3127         }
3128         r_animcachestate.currentindex = 0;
3129         r_animcachestate.maxindex = 0;
3130 }
3131
3132 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3133 {
3134         int arraySize;
3135         float *base;
3136         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3137
3138         if (cache->maxvertices >= numvertices)
3139                 return;
3140
3141         // Release existing memory
3142         if (cache->vertex3f)
3143                 Mem_Free(cache->vertex3f);
3144
3145         // Pad by 1024 verts
3146         cache->maxvertices = (numvertices + 1023) & ~1023;
3147         arraySize = cache->maxvertices * 3;
3148
3149         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3150         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3151         r_animcachestate.entity[cacheIdx].vertex3f = base;
3152         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3153         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3154         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3155
3156 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3157 }
3158
3159 void R_AnimCache_NewFrame(void)
3160 {
3161         int i;
3162
3163         if (r_animcache.integer && r_drawentities.integer)
3164                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3165         else if (r_animcachestate.maxindex)
3166                 R_AnimCache_Free();
3167
3168         r_animcachestate.currentindex = 0;
3169
3170         for (i = 0;i < r_refdef.scene.numentities;i++)
3171                 r_refdef.scene.entities[i]->animcacheindex = -1;
3172 }
3173
3174 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3175 {
3176         dp_model_t *model = ent->model;
3177         r_animcache_entity_t *c;
3178         // see if it's already cached this frame
3179         if (ent->animcacheindex >= 0)
3180         {
3181                 // add normals/tangents if needed
3182                 c = r_animcachestate.entity + ent->animcacheindex;
3183                 if (c->wantnormals)
3184                         wantnormals = false;
3185                 if (c->wanttangents)
3186                         wanttangents = false;
3187                 if (wantnormals || wanttangents)
3188                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3189         }
3190         else
3191         {
3192                 // see if this ent is worth caching
3193                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3194                         return false;
3195                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3196                         return false;
3197                 // assign it a cache entry and make sure the arrays are big enough
3198                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3199                 ent->animcacheindex = r_animcachestate.currentindex++;
3200                 c = r_animcachestate.entity + ent->animcacheindex;
3201                 c->wantnormals = wantnormals;
3202                 c->wanttangents = wanttangents;
3203                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3204         }
3205         return true;
3206 }
3207
3208 void R_AnimCache_CacheVisibleEntities(void)
3209 {
3210         int i;
3211         qboolean wantnormals;
3212         qboolean wanttangents;
3213
3214         if (!r_animcachestate.maxindex)
3215                 return;
3216
3217         wantnormals = !r_showsurfaces.integer;
3218         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3219
3220         // TODO: thread this?
3221
3222         for (i = 0;i < r_refdef.scene.numentities;i++)
3223         {
3224                 if (!r_refdef.viewcache.entityvisible[i])
3225                         continue;
3226                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3227         }
3228 }
3229
3230 //==================================================================================
3231
3232 static void R_View_UpdateEntityLighting (void)
3233 {
3234         int i;
3235         entity_render_t *ent;
3236         vec3_t tempdiffusenormal;
3237
3238         for (i = 0;i < r_refdef.scene.numentities;i++)
3239         {
3240                 ent = r_refdef.scene.entities[i];
3241
3242                 // skip unseen models
3243                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3244                         continue;
3245
3246                 // skip bsp models
3247                 if (ent->model && ent->model->brush.num_leafs)
3248                 {
3249                         // TODO: use modellight for r_ambient settings on world?
3250                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3251                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3252                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3253                         continue;
3254                 }
3255
3256                 // fetch the lighting from the worldmodel data
3257                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3258                 VectorClear(ent->modellight_diffuse);
3259                 VectorClear(tempdiffusenormal);
3260                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3261                 {
3262                         vec3_t org;
3263                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3264                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3265                 }
3266                 else // highly rare
3267                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3268
3269                 // move the light direction into modelspace coordinates for lighting code
3270                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3271                 if(VectorLength2(ent->modellight_lightdir) == 0)
3272                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3273                 VectorNormalize(ent->modellight_lightdir);
3274         }
3275 }
3276
3277 static void R_View_UpdateEntityVisible (void)
3278 {
3279         int i, renderimask;
3280         entity_render_t *ent;
3281
3282         if (!r_drawentities.integer)
3283                 return;
3284
3285         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3286         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3287         {
3288                 // worldmodel can check visibility
3289                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3290                 for (i = 0;i < r_refdef.scene.numentities;i++)
3291                 {
3292                         ent = r_refdef.scene.entities[i];
3293                         if (!(ent->flags & renderimask))
3294                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3295                         if ((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))
3296                                 r_refdef.viewcache.entityvisible[i] = true;
3297                 }
3298                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3299                 {
3300                         for (i = 0;i < r_refdef.scene.numentities;i++)
3301                         {
3302                                 ent = r_refdef.scene.entities[i];
3303                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3304                                 {
3305                                         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))
3306                                                 ent->last_trace_visibility = realtime;
3307                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3308                                                 r_refdef.viewcache.entityvisible[i] = 0;
3309                                 }
3310                         }
3311                 }
3312         }
3313         else
3314         {
3315                 // no worldmodel or it can't check visibility
3316                 for (i = 0;i < r_refdef.scene.numentities;i++)
3317                 {
3318                         ent = r_refdef.scene.entities[i];
3319                         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));
3320                 }
3321         }
3322 }
3323
3324 /// only used if skyrendermasked, and normally returns false
3325 int R_DrawBrushModelsSky (void)
3326 {
3327         int i, sky;
3328         entity_render_t *ent;
3329
3330         if (!r_drawentities.integer)
3331                 return false;
3332
3333         sky = false;
3334         for (i = 0;i < r_refdef.scene.numentities;i++)
3335         {
3336                 if (!r_refdef.viewcache.entityvisible[i])
3337                         continue;
3338                 ent = r_refdef.scene.entities[i];
3339                 if (!ent->model || !ent->model->DrawSky)
3340                         continue;
3341                 ent->model->DrawSky(ent);
3342                 sky = true;
3343         }
3344         return sky;
3345 }
3346
3347 static void R_DrawNoModel(entity_render_t *ent);
3348 static void R_DrawModels(void)
3349 {
3350         int i;
3351         entity_render_t *ent;
3352
3353         if (!r_drawentities.integer)
3354                 return;
3355
3356         for (i = 0;i < r_refdef.scene.numentities;i++)
3357         {
3358                 if (!r_refdef.viewcache.entityvisible[i])
3359                         continue;
3360                 ent = r_refdef.scene.entities[i];
3361                 r_refdef.stats.entities++;
3362                 if (ent->model && ent->model->Draw != NULL)
3363                         ent->model->Draw(ent);
3364                 else
3365                         R_DrawNoModel(ent);
3366         }
3367 }
3368
3369 static void R_DrawModelsDepth(void)
3370 {
3371         int i;
3372         entity_render_t *ent;
3373
3374         if (!r_drawentities.integer)
3375                 return;
3376
3377         for (i = 0;i < r_refdef.scene.numentities;i++)
3378         {
3379                 if (!r_refdef.viewcache.entityvisible[i])
3380                         continue;
3381                 ent = r_refdef.scene.entities[i];
3382                 if (ent->model && ent->model->DrawDepth != NULL)
3383                         ent->model->DrawDepth(ent);
3384         }
3385 }
3386
3387 static void R_DrawModelsDebug(void)
3388 {
3389         int i;
3390         entity_render_t *ent;
3391
3392         if (!r_drawentities.integer)
3393                 return;
3394
3395         for (i = 0;i < r_refdef.scene.numentities;i++)
3396         {
3397                 if (!r_refdef.viewcache.entityvisible[i])
3398                         continue;
3399                 ent = r_refdef.scene.entities[i];
3400                 if (ent->model && ent->model->DrawDebug != NULL)
3401                         ent->model->DrawDebug(ent);
3402         }
3403 }
3404
3405 static void R_DrawModelsAddWaterPlanes(void)
3406 {
3407         int i;
3408         entity_render_t *ent;
3409
3410         if (!r_drawentities.integer)
3411                 return;
3412
3413         for (i = 0;i < r_refdef.scene.numentities;i++)
3414         {
3415                 if (!r_refdef.viewcache.entityvisible[i])
3416                         continue;
3417                 ent = r_refdef.scene.entities[i];
3418                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3419                         ent->model->DrawAddWaterPlanes(ent);
3420         }
3421 }
3422
3423 static void R_View_SetFrustum(void)
3424 {
3425         int i;
3426         double slopex, slopey;
3427         vec3_t forward, left, up, origin;
3428
3429         // we can't trust r_refdef.view.forward and friends in reflected scenes
3430         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3431
3432 #if 0
3433         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3434         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3435         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3436         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3437         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3438         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3439         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3440         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3441         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3442         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3443         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3444         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3445 #endif
3446
3447 #if 0
3448         zNear = r_refdef.nearclip;
3449         nudge = 1.0 - 1.0 / (1<<23);
3450         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3451         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3452         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3453         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3454         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3455         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3456         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3457         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3458 #endif
3459
3460
3461
3462 #if 0
3463         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3464         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3465         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3466         r_refdef.view.frustum[0].dist = m[15] - m[12];
3467
3468         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3469         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3470         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3471         r_refdef.view.frustum[1].dist = m[15] + m[12];
3472
3473         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3474         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3475         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3476         r_refdef.view.frustum[2].dist = m[15] - m[13];
3477
3478         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3479         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3480         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3481         r_refdef.view.frustum[3].dist = m[15] + m[13];
3482
3483         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3484         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3485         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3486         r_refdef.view.frustum[4].dist = m[15] - m[14];
3487
3488         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3489         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3490         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3491         r_refdef.view.frustum[5].dist = m[15] + m[14];
3492 #endif
3493
3494         if (r_refdef.view.useperspective)
3495         {
3496                 slopex = 1.0 / r_refdef.view.frustum_x;
3497                 slopey = 1.0 / r_refdef.view.frustum_y;
3498                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3499                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3500                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3501                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3502                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3503
3504                 // Leaving those out was a mistake, those were in the old code, and they
3505                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3506                 // I couldn't reproduce it after adding those normalizations. --blub
3507                 VectorNormalize(r_refdef.view.frustum[0].normal);
3508                 VectorNormalize(r_refdef.view.frustum[1].normal);
3509                 VectorNormalize(r_refdef.view.frustum[2].normal);
3510                 VectorNormalize(r_refdef.view.frustum[3].normal);
3511
3512                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3513                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3514                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3515                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3516                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3517
3518                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3519                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3520                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3521                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3522                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3523         }
3524         else
3525         {
3526                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3527                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3528                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3529                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3530                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3531                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3532                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3533                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3534                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3535                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3536         }
3537         r_refdef.view.numfrustumplanes = 5;
3538
3539         if (r_refdef.view.useclipplane)
3540         {
3541                 r_refdef.view.numfrustumplanes = 6;
3542                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3543         }
3544
3545         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3546                 PlaneClassify(r_refdef.view.frustum + i);
3547
3548         // LordHavoc: note to all quake engine coders, Quake had a special case
3549         // for 90 degrees which assumed a square view (wrong), so I removed it,
3550         // Quake2 has it disabled as well.
3551
3552         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3553         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3554         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3555         //PlaneClassify(&frustum[0]);
3556
3557         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3558         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3559         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3560         //PlaneClassify(&frustum[1]);
3561
3562         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3563         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3564         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3565         //PlaneClassify(&frustum[2]);
3566
3567         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3568         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3569         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3570         //PlaneClassify(&frustum[3]);
3571
3572         // nearclip plane
3573         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3574         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3575         //PlaneClassify(&frustum[4]);
3576 }
3577
3578 void R_View_Update(void)
3579 {
3580         R_View_SetFrustum();
3581         R_View_WorldVisibility(r_refdef.view.useclipplane);
3582         R_View_UpdateEntityVisible();
3583         R_View_UpdateEntityLighting();
3584 }
3585
3586 void R_SetupView(qboolean allowwaterclippingplane)
3587 {
3588         const double *customclipplane = NULL;
3589         double plane[4];
3590         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3591         {
3592                 // LordHavoc: couldn't figure out how to make this approach the
3593                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3594                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3595                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3596                         dist = r_refdef.view.clipplane.dist;
3597                 plane[0] = r_refdef.view.clipplane.normal[0];
3598                 plane[1] = r_refdef.view.clipplane.normal[1];
3599                 plane[2] = r_refdef.view.clipplane.normal[2];
3600                 plane[3] = dist;
3601                 customclipplane = plane;
3602         }
3603
3604         if (!r_refdef.view.useperspective)
3605                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3606         else if (gl_stencil && r_useinfinitefarclip.integer)
3607                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3608         else
3609                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3610         R_SetViewport(&r_refdef.view.viewport);
3611 }
3612
3613 void R_ResetViewRendering2D(void)
3614 {
3615         r_viewport_t viewport;
3616         DrawQ_Finish();
3617
3618         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3619         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3620         R_SetViewport(&viewport);
3621         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3622         GL_Color(1, 1, 1, 1);
3623         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3624         GL_BlendFunc(GL_ONE, GL_ZERO);
3625         GL_AlphaTest(false);
3626         GL_ScissorTest(false);
3627         GL_DepthMask(false);
3628         GL_DepthRange(0, 1);
3629         GL_DepthTest(false);
3630         R_Mesh_Matrix(&identitymatrix);
3631         R_Mesh_ResetTextureState();
3632         GL_PolygonOffset(0, 0);
3633         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3634         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3635         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3636         qglStencilMask(~0);CHECKGLERROR
3637         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3638         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3639         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3640         R_SetupGenericShader(true);
3641 }
3642
3643 void R_ResetViewRendering3D(void)
3644 {
3645         DrawQ_Finish();
3646
3647         R_SetupView(true);
3648         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3649         GL_Color(1, 1, 1, 1);
3650         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3651         GL_BlendFunc(GL_ONE, GL_ZERO);
3652         GL_AlphaTest(false);
3653         GL_ScissorTest(true);
3654         GL_DepthMask(true);
3655         GL_DepthRange(0, 1);
3656         GL_DepthTest(true);
3657         R_Mesh_Matrix(&identitymatrix);
3658         R_Mesh_ResetTextureState();
3659         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3660         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3661         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3662         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3663         qglStencilMask(~0);CHECKGLERROR
3664         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3665         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3666         GL_CullFace(r_refdef.view.cullface_back);
3667         R_SetupGenericShader(true);
3668 }
3669
3670 void R_RenderScene(void);
3671 void R_RenderWaterPlanes(void);
3672
3673 static void R_Water_StartFrame(void)
3674 {
3675         int i;
3676         int waterwidth, waterheight, texturewidth, textureheight;
3677         r_waterstate_waterplane_t *p;
3678
3679         // set waterwidth and waterheight to the water resolution that will be
3680         // used (often less than the screen resolution for faster rendering)
3681         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3682         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3683
3684         // calculate desired texture sizes
3685         // can't use water if the card does not support the texture size
3686         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3687                 texturewidth = textureheight = waterwidth = waterheight = 0;
3688         else if (gl_support_arb_texture_non_power_of_two)
3689         {
3690                 texturewidth = waterwidth;
3691                 textureheight = waterheight;
3692         }
3693         else
3694         {
3695                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3696                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3697         }
3698
3699         // allocate textures as needed
3700         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3701         {
3702                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3703                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3704                 {
3705                         if (p->texture_refraction)
3706                                 R_FreeTexture(p->texture_refraction);
3707                         p->texture_refraction = NULL;
3708                         if (p->texture_reflection)
3709                                 R_FreeTexture(p->texture_reflection);
3710                         p->texture_reflection = NULL;
3711                 }
3712                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3713                 r_waterstate.texturewidth = texturewidth;
3714                 r_waterstate.textureheight = textureheight;
3715         }
3716
3717         // when doing a reduced render (HDR) we want to use a smaller area
3718         r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3719         r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3720
3721         if (r_waterstate.waterwidth)
3722         {
3723                 r_waterstate.enabled = true;
3724
3725                 // set up variables that will be used in shader setup
3726                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3727                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3728                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3729                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3730         }
3731
3732         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3733         r_waterstate.numwaterplanes = 0;
3734 }
3735
3736 void R_Water_AddWaterPlane(msurface_t *surface)
3737 {
3738         int triangleindex, planeindex;
3739         const int *e;
3740         vec3_t vert[3];
3741         vec3_t normal;
3742         vec3_t center;
3743         mplane_t plane;
3744         r_waterstate_waterplane_t *p;
3745         texture_t *t = R_GetCurrentTexture(surface->texture);
3746         // just use the first triangle with a valid normal for any decisions
3747         VectorClear(normal);
3748         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3749         {
3750                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3751                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3752                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3753                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3754                 if (VectorLength2(normal) >= 0.001)
3755                         break;
3756         }
3757
3758         VectorCopy(normal, plane.normal);
3759         VectorNormalize(plane.normal);
3760         plane.dist = DotProduct(vert[0], plane.normal);
3761         PlaneClassify(&plane);
3762         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3763         {
3764                 // skip backfaces (except if nocullface is set)
3765                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3766                         return;
3767                 VectorNegate(plane.normal, plane.normal);
3768                 plane.dist *= -1;
3769                 PlaneClassify(&plane);
3770         }
3771
3772
3773         // find a matching plane if there is one
3774         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3775                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3776                         break;
3777         if (planeindex >= r_waterstate.maxwaterplanes)
3778                 return; // nothing we can do, out of planes
3779
3780         // if this triangle does not fit any known plane rendered this frame, add one
3781         if (planeindex >= r_waterstate.numwaterplanes)
3782         {
3783                 // store the new plane
3784                 r_waterstate.numwaterplanes++;
3785                 p->plane = plane;
3786                 // clear materialflags and pvs
3787                 p->materialflags = 0;
3788                 p->pvsvalid = false;
3789         }
3790         // merge this surface's materialflags into the waterplane
3791         p->materialflags |= t->currentmaterialflags;
3792         // merge this surface's PVS into the waterplane
3793         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3794         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3795          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3796         {
3797                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3798                 p->pvsvalid = true;
3799         }
3800 }
3801
3802 static void R_Water_ProcessPlanes(void)
3803 {
3804         r_refdef_view_t originalview;
3805         r_refdef_view_t myview;
3806         int planeindex;
3807         r_waterstate_waterplane_t *p;
3808
3809         originalview = r_refdef.view;
3810
3811         // make sure enough textures are allocated
3812         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3813         {
3814                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3815                 {
3816                         if (!p->texture_refraction)
3817                                 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);
3818                         if (!p->texture_refraction)
3819                                 goto error;
3820                 }
3821
3822                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3823                 {
3824                         if (!p->texture_reflection)
3825                                 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);
3826                         if (!p->texture_reflection)
3827                                 goto error;
3828                 }
3829         }
3830
3831         // render views
3832         r_refdef.view = originalview;
3833         r_refdef.view.showdebug = false;
3834         r_refdef.view.width = r_waterstate.waterwidth;
3835         r_refdef.view.height = r_waterstate.waterheight;
3836         r_refdef.view.useclipplane = true;
3837         myview = r_refdef.view;
3838         r_waterstate.renderingscene = true;
3839         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3840         {
3841                 // render the normal view scene and copy into texture
3842                 // (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)
3843                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3844                 {
3845                         r_refdef.view = myview;
3846                         r_refdef.view.clipplane = p->plane;
3847                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3848                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3849                         PlaneClassify(&r_refdef.view.clipplane);
3850
3851                         R_ResetViewRendering3D();
3852                         R_ClearScreen(r_refdef.fogenabled);
3853                         R_View_Update();
3854                         R_RenderScene();
3855
3856                         // copy view into the screen texture
3857                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3858                         GL_ActiveTexture(0);
3859                         CHECKGLERROR
3860                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3861                 }
3862
3863                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3864                 {
3865                         r_refdef.view = myview;
3866                         // render reflected scene and copy into texture
3867                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3868                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3869                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3870                         r_refdef.view.clipplane = p->plane;
3871                         // reverse the cullface settings for this render
3872                         r_refdef.view.cullface_front = GL_FRONT;
3873                         r_refdef.view.cullface_back = GL_BACK;
3874                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3875                         {
3876                                 r_refdef.view.usecustompvs = true;
3877                                 if (p->pvsvalid)
3878                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3879                                 else
3880                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3881                         }
3882
3883                         R_ResetViewRendering3D();
3884                         R_ClearScreen(r_refdef.fogenabled);
3885                         R_View_Update();
3886                         R_RenderScene();
3887
3888                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3889                         GL_ActiveTexture(0);
3890                         CHECKGLERROR
3891                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3892                 }
3893         }
3894         r_waterstate.renderingscene = false;
3895         r_refdef.view = originalview;
3896         R_ResetViewRendering3D();
3897         R_ClearScreen(r_refdef.fogenabled);
3898         R_View_Update();
3899         return;
3900 error:
3901         r_refdef.view = originalview;
3902         r_waterstate.renderingscene = false;
3903         Cvar_SetValueQuick(&r_water, 0);
3904         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3905         return;
3906 }
3907
3908 void R_Bloom_StartFrame(void)
3909 {
3910         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3911
3912         // set bloomwidth and bloomheight to the bloom resolution that will be
3913         // used (often less than the screen resolution for faster rendering)
3914         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3915         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3916         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3917         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3918         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3919
3920         // calculate desired texture sizes
3921         if (gl_support_arb_texture_non_power_of_two)
3922         {
3923                 screentexturewidth = r_refdef.view.width;
3924                 screentextureheight = r_refdef.view.height;
3925                 bloomtexturewidth = r_bloomstate.bloomwidth;
3926                 bloomtextureheight = r_bloomstate.bloomheight;
3927         }
3928         else
3929         {
3930                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3931                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3932                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3933                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3934         }
3935
3936         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3937         {
3938                 Cvar_SetValueQuick(&r_hdr, 0);
3939                 Cvar_SetValueQuick(&r_bloom, 0);
3940                 Cvar_SetValueQuick(&r_motionblur, 0);
3941                 Cvar_SetValueQuick(&r_damageblur, 0);
3942         }
3943
3944         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3945                 screentexturewidth = screentextureheight = 0;
3946         if (!r_hdr.integer && !r_bloom.integer)
3947                 bloomtexturewidth = bloomtextureheight = 0;
3948
3949         // allocate textures as needed
3950         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3951         {
3952                 if (r_bloomstate.texture_screen)
3953                         R_FreeTexture(r_bloomstate.texture_screen);
3954                 r_bloomstate.texture_screen = NULL;
3955                 r_bloomstate.screentexturewidth = screentexturewidth;
3956                 r_bloomstate.screentextureheight = screentextureheight;
3957                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3958                         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);
3959         }
3960         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3961         {
3962                 if (r_bloomstate.texture_bloom)
3963                         R_FreeTexture(r_bloomstate.texture_bloom);
3964                 r_bloomstate.texture_bloom = NULL;
3965                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3966                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3967                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3968                         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);
3969         }
3970
3971         // when doing a reduced render (HDR) we want to use a smaller area
3972         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3973         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3974         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3975         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3976         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3977
3978         // set up a texcoord array for the full resolution screen image
3979         // (we have to keep this around to copy back during final render)
3980         r_bloomstate.screentexcoord2f[0] = 0;
3981         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3982         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3983         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3984         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3985         r_bloomstate.screentexcoord2f[5] = 0;
3986         r_bloomstate.screentexcoord2f[6] = 0;
3987         r_bloomstate.screentexcoord2f[7] = 0;
3988
3989         // set up a texcoord array for the reduced resolution bloom image
3990         // (which will be additive blended over the screen image)
3991         r_bloomstate.bloomtexcoord2f[0] = 0;
3992         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3993         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3994         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3995         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3996         r_bloomstate.bloomtexcoord2f[5] = 0;
3997         r_bloomstate.bloomtexcoord2f[6] = 0;
3998         r_bloomstate.bloomtexcoord2f[7] = 0;
3999
4000         if (r_hdr.integer || r_bloom.integer)
4001         {
4002                 r_bloomstate.enabled = true;
4003                 r_bloomstate.hdr = r_hdr.integer != 0;
4004         }
4005
4006         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4007 }
4008
4009 void R_Bloom_CopyBloomTexture(float colorscale)
4010 {
4011         r_refdef.stats.bloom++;
4012
4013         // scale down screen texture to the bloom texture size
4014         CHECKGLERROR
4015         R_SetViewport(&r_bloomstate.viewport);
4016         GL_BlendFunc(GL_ONE, GL_ZERO);
4017         GL_Color(colorscale, colorscale, colorscale, 1);
4018         // TODO: optimize with multitexture or GLSL
4019         R_SetupGenericShader(true);
4020         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4021         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4022         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4023         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4024
4025         // we now have a bloom image in the framebuffer
4026         // copy it into the bloom image texture for later processing
4027         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4028         GL_ActiveTexture(0);
4029         CHECKGLERROR
4030         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4031         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4032 }
4033
4034 void R_Bloom_CopyHDRTexture(void)
4035 {
4036         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4037         GL_ActiveTexture(0);
4038         CHECKGLERROR
4039         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4040         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4041 }
4042
4043 void R_Bloom_MakeTexture(void)
4044 {
4045         int x, range, dir;
4046         float xoffset, yoffset, r, brighten;
4047
4048         r_refdef.stats.bloom++;
4049
4050         R_ResetViewRendering2D();
4051         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4052         R_Mesh_ColorPointer(NULL, 0, 0);
4053         R_SetupGenericShader(true);
4054
4055         // we have a bloom image in the framebuffer
4056         CHECKGLERROR
4057         R_SetViewport(&r_bloomstate.viewport);
4058
4059         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4060         {
4061                 x *= 2;
4062                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4063                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4064                 GL_Color(r, r, r, 1);
4065                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4066                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4067                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4068                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4069
4070                 // copy the vertically blurred bloom view to a texture
4071                 GL_ActiveTexture(0);
4072                 CHECKGLERROR
4073                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4074                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4075         }
4076
4077         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4078         brighten = r_bloom_brighten.value;
4079         if (r_hdr.integer)
4080                 brighten *= r_hdr_range.value;
4081         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4082         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4083
4084         for (dir = 0;dir < 2;dir++)
4085         {
4086                 // blend on at multiple vertical offsets to achieve a vertical blur
4087                 // TODO: do offset blends using GLSL
4088                 GL_BlendFunc(GL_ONE, GL_ZERO);
4089                 for (x = -range;x <= range;x++)
4090                 {
4091                         if (!dir){xoffset = 0;yoffset = x;}
4092                         else {xoffset = x;yoffset = 0;}
4093                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4094                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4095                         // compute a texcoord array with the specified x and y offset
4096                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4097                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4098                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4099                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4100                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4101                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4102                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4103                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4104                         // this r value looks like a 'dot' particle, fading sharply to
4105                         // black at the edges
4106                         // (probably not realistic but looks good enough)
4107                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4108                         //r = (dir ? 1.0f : brighten)/(range*2+1);
4109                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4110                         GL_Color(r, r, r, 1);
4111                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4112                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4113                         GL_BlendFunc(GL_ONE, GL_ONE);
4114                 }
4115
4116                 // copy the vertically blurred bloom view to a texture
4117                 GL_ActiveTexture(0);
4118                 CHECKGLERROR
4119                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4120                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4121         }
4122
4123         // apply subtract last
4124         // (just like it would be in a GLSL shader)
4125         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4126         {
4127                 GL_BlendFunc(GL_ONE, GL_ZERO);
4128                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4129                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4130                 GL_Color(1, 1, 1, 1);
4131                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4132                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4133
4134                 GL_BlendFunc(GL_ONE, GL_ONE);
4135                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4136                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4137                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4138                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4139                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4140                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4141                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4142
4143                 // copy the darkened bloom view to a texture
4144                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4145                 GL_ActiveTexture(0);
4146                 CHECKGLERROR
4147                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4148                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4149         }
4150 }
4151
4152 void R_HDR_RenderBloomTexture(void)
4153 {
4154         int oldwidth, oldheight;
4155         float oldcolorscale;
4156
4157         oldcolorscale = r_refdef.view.colorscale;
4158         oldwidth = r_refdef.view.width;
4159         oldheight = r_refdef.view.height;
4160         r_refdef.view.width = r_bloomstate.bloomwidth;
4161         r_refdef.view.height = r_bloomstate.bloomheight;
4162
4163         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4164         // TODO: add exposure compensation features
4165         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4166
4167         r_refdef.view.showdebug = false;
4168         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4169
4170         R_ResetViewRendering3D();
4171
4172         R_ClearScreen(r_refdef.fogenabled);
4173         if (r_timereport_active)
4174                 R_TimeReport("HDRclear");
4175
4176         R_View_Update();
4177         if (r_timereport_active)
4178                 R_TimeReport("visibility");
4179
4180         // only do secondary renders with HDR if r_hdr is 2 or higher
4181         r_waterstate.numwaterplanes = 0;
4182         if (r_waterstate.enabled && r_hdr.integer >= 2)
4183                 R_RenderWaterPlanes();
4184
4185         r_refdef.view.showdebug = true;
4186         R_RenderScene();
4187         r_waterstate.numwaterplanes = 0;
4188
4189         R_ResetViewRendering2D();
4190
4191         R_Bloom_CopyHDRTexture();
4192         R_Bloom_MakeTexture();
4193
4194         // restore the view settings
4195         r_refdef.view.width = oldwidth;
4196         r_refdef.view.height = oldheight;
4197         r_refdef.view.colorscale = oldcolorscale;
4198
4199         R_ResetViewRendering3D();
4200
4201         R_ClearScreen(r_refdef.fogenabled);
4202         if (r_timereport_active)
4203                 R_TimeReport("viewclear");
4204 }
4205
4206 static void R_BlendView(void)
4207 {
4208         if (r_bloomstate.texture_screen)
4209         {
4210                 // make sure the buffer is available
4211                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4212
4213                 R_ResetViewRendering2D();
4214                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4215                 R_Mesh_ColorPointer(NULL, 0, 0);
4216                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4217                 GL_ActiveTexture(0);CHECKGLERROR
4218
4219                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4220                 {  
4221                         // declare variables
4222                         float speed;
4223                         static float avgspeed;
4224
4225                         speed = VectorLength(cl.movement_velocity);
4226
4227                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4228                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4229
4230                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4231                         speed = bound(0, speed, 1);
4232                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4233
4234                         // calculate values into a standard alpha
4235                         cl.motionbluralpha = 1 - exp(-
4236                                         (
4237                                          (r_motionblur.value * speed / 80)
4238                                          +
4239                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4240                                         )
4241                                         /
4242                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4243                                    );
4244
4245                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4246                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4247                         // apply the blur
4248                         if (cl.motionbluralpha > 0)
4249                         {
4250                                 R_SetupGenericShader(true);
4251                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4252                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4253                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4254                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4255                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4256                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4257                         }
4258                 }
4259
4260                 // copy view into the screen texture
4261                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4262                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4263         }
4264
4265         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4266         {
4267                 unsigned int permutation =
4268                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4269                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4270                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4271                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4272                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4273
4274                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4275                 {
4276                         // render simple bloom effect
4277                         // copy the screen and shrink it and darken it for the bloom process
4278                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4279                         // make the bloom texture
4280                         R_Bloom_MakeTexture();
4281                 }
4282
4283                 R_ResetViewRendering2D();
4284                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4285                 R_Mesh_ColorPointer(NULL, 0, 0);
4286                 GL_Color(1, 1, 1, 1);
4287                 GL_BlendFunc(GL_ONE, GL_ZERO);
4288                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4289                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4290                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4291                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4292                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4293                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4294                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4295                 if (r_glsl_permutation->loc_TintColor >= 0)
4296                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4297                 if (r_glsl_permutation->loc_ClientTime >= 0)
4298                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4299                 if (r_glsl_permutation->loc_PixelSize >= 0)
4300                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4301                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4302                 {
4303                         float a=0, b=0, c=0, d=0;
4304 #if _MSC_VER >= 1400
4305 #define sscanf sscanf_s
4306 #endif
4307                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4308                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4309                 }
4310                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4311                 {
4312                         float a=0, b=0, c=0, d=0;
4313                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4314                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4315                 }
4316                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4317                 {
4318                         float a=0, b=0, c=0, d=0;
4319                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4320                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4321                 }
4322                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4323                 {
4324                         float a=0, b=0, c=0, d=0;
4325                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4326                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4327                 }
4328                 if (r_glsl_permutation->loc_Saturation >= 0)
4329                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4330                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4331                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4332                 return;
4333         }
4334
4335
4336
4337         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4338         {
4339                 // render high dynamic range bloom effect
4340                 // the bloom texture was made earlier this render, so we just need to
4341                 // blend it onto the screen...
4342                 R_ResetViewRendering2D();
4343                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4344                 R_Mesh_ColorPointer(NULL, 0, 0);
4345                 R_SetupGenericShader(true);
4346                 GL_Color(1, 1, 1, 1);
4347                 GL_BlendFunc(GL_ONE, GL_ONE);
4348                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4349                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4350                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4351                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4352         }
4353         else if (r_bloomstate.texture_bloom)
4354         {
4355                 // render simple bloom effect
4356                 // copy the screen and shrink it and darken it for the bloom process
4357                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4358                 // make the bloom texture
4359                 R_Bloom_MakeTexture();
4360                 // put the original screen image back in place and blend the bloom
4361                 // texture on it
4362                 R_ResetViewRendering2D();
4363                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4364                 R_Mesh_ColorPointer(NULL, 0, 0);
4365                 GL_Color(1, 1, 1, 1);
4366                 GL_BlendFunc(GL_ONE, GL_ZERO);
4367                 // do both in one pass if possible
4368                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4369                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4370                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4371                 {
4372                         R_SetupGenericTwoTextureShader(GL_ADD);
4373                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4374                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4375                 }
4376                 else
4377                 {
4378                         R_SetupGenericShader(true);
4379                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4380                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4381                         // now blend on the bloom texture
4382                         GL_BlendFunc(GL_ONE, GL_ONE);
4383                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4384                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4385                 }
4386                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4387                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4388         }
4389         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4390         {
4391                 // apply a color tint to the whole view
4392                 R_ResetViewRendering2D();
4393                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4394                 R_Mesh_ColorPointer(NULL, 0, 0);
4395                 R_SetupGenericShader(false);
4396                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4397                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4398                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4399         }
4400 }
4401
4402 matrix4x4_t r_waterscrollmatrix;
4403
4404 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4405 {
4406         if (r_refdef.fog_density)
4407         {
4408                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4409                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4410                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4411
4412                 {
4413                         vec3_t fogvec;
4414                         VectorCopy(r_refdef.fogcolor, fogvec);
4415                         //   color.rgb *= ContrastBoost * SceneBrightness;
4416                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4417                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4418                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4419                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4420                 }
4421         }
4422 }
4423
4424 void R_UpdateVariables(void)
4425 {
4426         R_Textures_Frame();
4427
4428         r_refdef.scene.ambient = r_ambient.value;
4429
4430         r_refdef.farclip = 4096;
4431         if (r_refdef.scene.worldmodel)
4432                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4433         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4434
4435         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4436                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4437         r_refdef.polygonfactor = 0;
4438         r_refdef.polygonoffset = 0;
4439         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4440         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4441
4442         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4443         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4444         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4445         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4446         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4447         if (r_showsurfaces.integer)
4448         {
4449                 r_refdef.scene.rtworld = false;
4450                 r_refdef.scene.rtworldshadows = false;
4451                 r_refdef.scene.rtdlight = false;
4452                 r_refdef.scene.rtdlightshadows = false;
4453                 r_refdef.lightmapintensity = 0;
4454         }
4455
4456         if (gamemode == GAME_NEHAHRA)
4457         {
4458                 if (gl_fogenable.integer)
4459                 {
4460                         r_refdef.oldgl_fogenable = true;
4461                         r_refdef.fog_density = gl_fogdensity.value;
4462                         r_refdef.fog_red = gl_fogred.value;
4463                         r_refdef.fog_green = gl_foggreen.value;
4464                         r_refdef.fog_blue = gl_fogblue.value;
4465                         r_refdef.fog_alpha = 1;
4466                         r_refdef.fog_start = 0;
4467                         r_refdef.fog_end = gl_skyclip.value;
4468                 }
4469                 else if (r_refdef.oldgl_fogenable)
4470                 {
4471                         r_refdef.oldgl_fogenable = false;
4472                         r_refdef.fog_density = 0;
4473                         r_refdef.fog_red = 0;
4474                         r_refdef.fog_green = 0;
4475                         r_refdef.fog_blue = 0;
4476                         r_refdef.fog_alpha = 0;
4477                         r_refdef.fog_start = 0;
4478                         r_refdef.fog_end = 0;
4479                 }
4480         }
4481
4482         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4483         r_refdef.fog_start = max(0, r_refdef.fog_start);
4484         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4485
4486         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4487
4488         if (r_refdef.fog_density && r_drawfog.integer)
4489         {
4490                 r_refdef.fogenabled = true;
4491                 // this is the point where the fog reaches 0.9986 alpha, which we
4492                 // consider a good enough cutoff point for the texture
4493                 // (0.9986 * 256 == 255.6)
4494                 if (r_fog_exp2.integer)
4495                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4496                 else
4497                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4498                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4499                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4500                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4501                 // fog color was already set
4502                 // update the fog texture
4503                 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)
4504                         R_BuildFogTexture();
4505         }
4506         else
4507                 r_refdef.fogenabled = false;
4508
4509         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4510         {
4511                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4512                 {
4513                         // build GLSL gamma texture
4514 #define RAMPWIDTH 256
4515                         unsigned short ramp[RAMPWIDTH * 3];
4516                         unsigned char rampbgr[RAMPWIDTH][4];
4517                         int i;
4518
4519                         r_texture_gammaramps_serial = vid_gammatables_serial;
4520
4521                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4522                         for(i = 0; i < RAMPWIDTH; ++i)
4523                         {
4524                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4525                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4526                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4527                                 rampbgr[i][3] = 0;
4528                         }
4529                         if (r_texture_gammaramps)
4530                         {
4531                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4532                         }
4533                         else
4534                         {
4535                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4536                         }
4537                 }
4538         }
4539         else
4540         {
4541                 // remove GLSL gamma texture
4542         }
4543 }
4544
4545 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4546 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4547 /*
4548 ================
4549 R_SelectScene
4550 ================
4551 */
4552 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4553         if( scenetype != r_currentscenetype ) {
4554                 // store the old scenetype
4555                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4556                 r_currentscenetype = scenetype;
4557                 // move in the new scene
4558                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4559         }
4560 }
4561
4562 /*
4563 ================
4564 R_GetScenePointer
4565 ================
4566 */
4567 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4568 {
4569         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4570         if( scenetype == r_currentscenetype ) {
4571                 return &r_refdef.scene;
4572         } else {
4573                 return &r_scenes_store[ scenetype ];
4574         }
4575 }
4576
4577 /*
4578 ================
4579 R_RenderView
4580 ================
4581 */
4582 void R_RenderView(void)
4583 {
4584         if (r_timereport_active)
4585                 R_TimeReport("start");
4586         r_frame++; // used only by R_GetCurrentTexture
4587         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4588
4589         R_AnimCache_NewFrame();
4590
4591         if (r_refdef.view.isoverlay)
4592         {
4593                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4594                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4595                 R_TimeReport("depthclear");
4596
4597                 r_refdef.view.showdebug = false;
4598
4599                 r_waterstate.enabled = false;
4600                 r_waterstate.numwaterplanes = 0;
4601
4602                 R_RenderScene();
4603
4604                 CHECKGLERROR
4605                 return;
4606         }
4607
4608         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4609                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4610
4611         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4612
4613         // break apart the view matrix into vectors for various purposes
4614         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4615         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4616         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4617         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4618         // make an inverted copy of the view matrix for tracking sprites
4619         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4620
4621         R_Shadow_UpdateWorldLightSelection();
4622
4623         R_Bloom_StartFrame();
4624         R_Water_StartFrame();
4625
4626         CHECKGLERROR
4627         if (r_timereport_active)
4628                 R_TimeReport("viewsetup");
4629
4630         R_ResetViewRendering3D();
4631
4632         if (r_refdef.view.clear || r_refdef.fogenabled)
4633         {
4634                 R_ClearScreen(r_refdef.fogenabled);
4635                 if (r_timereport_active)
4636                         R_TimeReport("viewclear");
4637         }
4638         r_refdef.view.clear = true;
4639
4640         // this produces a bloom texture to be used in R_BlendView() later
4641         if (r_hdr.integer)
4642                 R_HDR_RenderBloomTexture();
4643
4644         r_refdef.view.showdebug = true;
4645
4646         R_View_Update();
4647         if (r_timereport_active)
4648                 R_TimeReport("visibility");
4649
4650         r_waterstate.numwaterplanes = 0;
4651         if (r_waterstate.enabled)
4652                 R_RenderWaterPlanes();
4653
4654         R_RenderScene();
4655         r_waterstate.numwaterplanes = 0;
4656
4657         R_BlendView();
4658         if (r_timereport_active)
4659                 R_TimeReport("blendview");
4660
4661         GL_Scissor(0, 0, vid.width, vid.height);
4662         GL_ScissorTest(false);
4663         CHECKGLERROR
4664 }
4665
4666 void R_RenderWaterPlanes(void)
4667 {
4668         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4669         {
4670                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4671                 if (r_timereport_active)
4672                         R_TimeReport("waterworld");
4673         }
4674
4675         // don't let sound skip if going slow
4676         if (r_refdef.scene.extraupdate)
4677                 S_ExtraUpdate ();
4678
4679         R_DrawModelsAddWaterPlanes();
4680         if (r_timereport_active)
4681                 R_TimeReport("watermodels");
4682
4683         if (r_waterstate.numwaterplanes)
4684         {
4685                 R_Water_ProcessPlanes();
4686                 if (r_timereport_active)
4687                         R_TimeReport("waterscenes");
4688         }
4689 }
4690
4691 extern void R_DrawLightningBeams (void);
4692 extern void VM_CL_AddPolygonsToMeshQueue (void);
4693 extern void R_DrawPortals (void);
4694 extern cvar_t cl_locs_show;
4695 static void R_DrawLocs(void);
4696 static void R_DrawEntityBBoxes(void);
4697 void R_RenderScene(void)
4698 {
4699         r_refdef.stats.renders++;
4700
4701         R_UpdateFogColor();
4702
4703         // don't let sound skip if going slow
4704         if (r_refdef.scene.extraupdate)
4705                 S_ExtraUpdate ();
4706
4707         R_MeshQueue_BeginScene();
4708
4709         R_SkyStartFrame();
4710
4711         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);
4712
4713         if (cl.csqc_vidvars.drawworld)
4714         {
4715                 // don't let sound skip if going slow
4716                 if (r_refdef.scene.extraupdate)
4717                         S_ExtraUpdate ();
4718
4719                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4720                 {
4721                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4722                         if (r_timereport_active)
4723                                 R_TimeReport("worldsky");
4724                 }
4725
4726                 if (R_DrawBrushModelsSky() && r_timereport_active)
4727                         R_TimeReport("bmodelsky");
4728         }
4729
4730         R_AnimCache_CacheVisibleEntities();
4731
4732         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4733         {
4734                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4735                 if (r_timereport_active)
4736                         R_TimeReport("worlddepth");
4737         }
4738         if (r_depthfirst.integer >= 2)
4739         {
4740                 R_DrawModelsDepth();
4741                 if (r_timereport_active)
4742                         R_TimeReport("modeldepth");
4743         }
4744
4745         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4746         {
4747                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4748                 if (r_timereport_active)
4749                         R_TimeReport("world");
4750         }
4751
4752         // don't let sound skip if going slow
4753         if (r_refdef.scene.extraupdate)
4754                 S_ExtraUpdate ();
4755
4756         R_DrawModels();
4757         if (r_timereport_active)
4758                 R_TimeReport("models");
4759
4760         // don't let sound skip if going slow
4761         if (r_refdef.scene.extraupdate)
4762                 S_ExtraUpdate ();
4763
4764         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4765         {
4766                 R_DrawModelShadows();
4767                 R_ResetViewRendering3D();
4768                 // don't let sound skip if going slow
4769                 if (r_refdef.scene.extraupdate)
4770                         S_ExtraUpdate ();
4771         }
4772
4773         R_ShadowVolumeLighting(false);
4774         if (r_timereport_active)
4775                 R_TimeReport("rtlights");
4776
4777         // don't let sound skip if going slow
4778         if (r_refdef.scene.extraupdate)
4779                 S_ExtraUpdate ();
4780
4781         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4782         {
4783                 R_DrawModelShadows();
4784                 R_ResetViewRendering3D();
4785                 // don't let sound skip if going slow
4786                 if (r_refdef.scene.extraupdate)
4787                         S_ExtraUpdate ();
4788         }
4789
4790         if (cl.csqc_vidvars.drawworld)
4791         {
4792                 R_DrawLightningBeams();
4793                 if (r_timereport_active)
4794                         R_TimeReport("lightning");
4795
4796                 R_DrawDecals();
4797                 if (r_timereport_active)
4798                         R_TimeReport("decals");
4799
4800                 R_DrawParticles();
4801                 if (r_timereport_active)
4802                         R_TimeReport("particles");
4803
4804                 R_DrawExplosions();
4805                 if (r_timereport_active)
4806                         R_TimeReport("explosions");
4807         }
4808
4809         R_SetupGenericShader(true);
4810         VM_CL_AddPolygonsToMeshQueue();
4811
4812         if (r_refdef.view.showdebug)
4813         {
4814                 if (cl_locs_show.integer)
4815                 {
4816                         R_DrawLocs();
4817                         if (r_timereport_active)
4818                                 R_TimeReport("showlocs");
4819                 }
4820
4821                 if (r_drawportals.integer)
4822                 {
4823                         R_DrawPortals();
4824                         if (r_timereport_active)
4825                                 R_TimeReport("portals");
4826                 }
4827
4828                 if (r_showbboxes.value > 0)
4829                 {
4830                         R_DrawEntityBBoxes();
4831                         if (r_timereport_active)
4832                                 R_TimeReport("bboxes");
4833                 }
4834         }
4835
4836         R_SetupGenericShader(true);
4837         R_MeshQueue_RenderTransparent();
4838         if (r_timereport_active)
4839                 R_TimeReport("drawtrans");
4840
4841         R_SetupGenericShader(true);
4842
4843         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))
4844         {
4845                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4846                 if (r_timereport_active)
4847                         R_TimeReport("worlddebug");
4848                 R_DrawModelsDebug();
4849                 if (r_timereport_active)
4850                         R_TimeReport("modeldebug");
4851         }
4852
4853         R_SetupGenericShader(true);
4854
4855         if (cl.csqc_vidvars.drawworld)
4856         {
4857                 R_DrawCoronas();
4858                 if (r_timereport_active)
4859                         R_TimeReport("coronas");
4860         }
4861
4862         // don't let sound skip if going slow
4863         if (r_refdef.scene.extraupdate)
4864                 S_ExtraUpdate ();
4865
4866         R_ResetViewRendering2D();
4867 }
4868
4869 static const unsigned short bboxelements[36] =
4870 {
4871         5, 1, 3, 5, 3, 7,
4872         6, 2, 0, 6, 0, 4,
4873         7, 3, 2, 7, 2, 6,
4874         4, 0, 1, 4, 1, 5,
4875         4, 5, 7, 4, 7, 6,
4876         1, 0, 2, 1, 2, 3,
4877 };
4878
4879 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4880 {
4881         int i;
4882         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4883         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4884         GL_DepthMask(false);
4885         GL_DepthRange(0, 1);
4886         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4887         R_Mesh_Matrix(&identitymatrix);
4888         R_Mesh_ResetTextureState();
4889
4890         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4891         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4892         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4893         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4894         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4895         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4896         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4897         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4898         R_FillColors(color4f, 8, cr, cg, cb, ca);
4899         if (r_refdef.fogenabled)
4900         {
4901                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4902                 {
4903                         f1 = FogPoint_World(v);
4904                         f2 = 1 - f1;
4905                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4906                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4907                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4908                 }
4909         }
4910         R_Mesh_VertexPointer(vertex3f, 0, 0);
4911         R_Mesh_ColorPointer(color4f, 0, 0);
4912         R_Mesh_ResetTextureState();
4913         R_SetupGenericShader(false);
4914         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4915 }
4916
4917 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4918 {
4919         int i;
4920         float color[4];
4921         prvm_edict_t *edict;
4922         prvm_prog_t *prog_save = prog;
4923
4924         // this function draws bounding boxes of server entities
4925         if (!sv.active)
4926                 return;
4927
4928         GL_CullFace(GL_NONE);
4929         R_SetupGenericShader(false);
4930
4931         prog = 0;
4932         SV_VM_Begin();
4933         for (i = 0;i < numsurfaces;i++)
4934         {
4935                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4936                 switch ((int)edict->fields.server->solid)
4937                 {
4938                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4939                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4940                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4941                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4942                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4943                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4944                 }
4945                 color[3] *= r_showbboxes.value;
4946                 color[3] = bound(0, color[3], 1);
4947                 GL_DepthTest(!r_showdisabledepthtest.integer);
4948                 GL_CullFace(r_refdef.view.cullface_front);
4949                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4950         }
4951         SV_VM_End();
4952         prog = prog_save;
4953 }
4954
4955 static void R_DrawEntityBBoxes(void)
4956 {
4957         int i;
4958         prvm_edict_t *edict;
4959         vec3_t center;
4960         prvm_prog_t *prog_save = prog;
4961
4962         // this function draws bounding boxes of server entities
4963         if (!sv.active)
4964                 return;
4965
4966         prog = 0;
4967         SV_VM_Begin();
4968         for (i = 0;i < prog->num_edicts;i++)
4969         {
4970                 edict = PRVM_EDICT_NUM(i);
4971                 if (edict->priv.server->free)
4972                         continue;
4973                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4974                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4975                         continue;
4976                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4977                         continue;
4978                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4979                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4980         }
4981         SV_VM_End();
4982         prog = prog_save;
4983 }
4984
4985 unsigned short nomodelelements[24] =
4986 {
4987         5, 2, 0,
4988         5, 1, 2,
4989         5, 0, 3,
4990         5, 3, 1,
4991         0, 2, 4,
4992         2, 1, 4,
4993         3, 0, 4,
4994         1, 3, 4
4995 };
4996
4997 float nomodelvertex3f[6*3] =
4998 {
4999         -16,   0,   0,
5000          16,   0,   0,
5001           0, -16,   0,
5002           0,  16,   0,
5003           0,   0, -16,
5004           0,   0,  16
5005 };
5006
5007 float nomodelcolor4f[6*4] =
5008 {
5009         0.0f, 0.0f, 0.5f, 1.0f,
5010         0.0f, 0.0f, 0.5f, 1.0f,
5011         0.0f, 0.5f, 0.0f, 1.0f,
5012         0.0f, 0.5f, 0.0f, 1.0f,
5013         0.5f, 0.0f, 0.0f, 1.0f,
5014         0.5f, 0.0f, 0.0f, 1.0f
5015 };
5016
5017 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5018 {
5019         int i;
5020         float f1, f2, *c;
5021         float color4f[6*4];
5022         // this is only called once per entity so numsurfaces is always 1, and
5023         // surfacelist is always {0}, so this code does not handle batches
5024         R_Mesh_Matrix(&ent->matrix);
5025
5026         if (ent->flags & EF_ADDITIVE)
5027         {
5028                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5029                 GL_DepthMask(false);
5030         }
5031         else if (ent->alpha < 1)
5032         {
5033                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5034                 GL_DepthMask(false);
5035         }
5036         else
5037         {
5038                 GL_BlendFunc(GL_ONE, GL_ZERO);
5039                 GL_DepthMask(true);
5040         }
5041         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5042         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5043         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5044         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5045         R_SetupGenericShader(false);
5046         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5047         if (r_refdef.fogenabled)
5048         {
5049                 vec3_t org;
5050                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5051                 R_Mesh_ColorPointer(color4f, 0, 0);
5052                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5053                 f1 = FogPoint_World(org);
5054                 f2 = 1 - f1;
5055                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5056                 {
5057                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5058                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5059                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5060                         c[3] *= ent->alpha;
5061                 }
5062         }
5063         else if (ent->alpha != 1)
5064         {
5065                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5066                 R_Mesh_ColorPointer(color4f, 0, 0);
5067                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5068                         c[3] *= ent->alpha;
5069         }
5070         else
5071                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5072         R_Mesh_ResetTextureState();
5073         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5074 }
5075
5076 void R_DrawNoModel(entity_render_t *ent)
5077 {
5078         vec3_t org;
5079         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5080         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5081                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5082         //else
5083         //      R_DrawNoModelCallback(ent, 0);
5084 }
5085
5086 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5087 {
5088         vec3_t right1, right2, diff, normal;
5089
5090         VectorSubtract (org2, org1, normal);
5091
5092         // calculate 'right' vector for start
5093         VectorSubtract (r_refdef.view.origin, org1, diff);
5094         CrossProduct (normal, diff, right1);
5095         VectorNormalize (right1);
5096
5097         // calculate 'right' vector for end
5098         VectorSubtract (r_refdef.view.origin, org2, diff);
5099         CrossProduct (normal, diff, right2);
5100         VectorNormalize (right2);
5101
5102         vert[ 0] = org1[0] + width * right1[0];
5103         vert[ 1] = org1[1] + width * right1[1];
5104         vert[ 2] = org1[2] + width * right1[2];
5105         vert[ 3] = org1[0] - width * right1[0];
5106         vert[ 4] = org1[1] - width * right1[1];
5107         vert[ 5] = org1[2] - width * right1[2];
5108         vert[ 6] = org2[0] - width * right2[0];
5109         vert[ 7] = org2[1] - width * right2[1];
5110         vert[ 8] = org2[2] - width * right2[2];
5111         vert[ 9] = org2[0] + width * right2[0];
5112         vert[10] = org2[1] + width * right2[1];
5113         vert[11] = org2[2] + width * right2[2];
5114 }
5115
5116 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5117
5118 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)
5119 {
5120         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5121         float fog = 1.0f;
5122         float vertex3f[12];
5123
5124         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5125                 fog = FogPoint_World(origin);
5126
5127         R_Mesh_Matrix(&identitymatrix);
5128         GL_BlendFunc(blendfunc1, blendfunc2);
5129
5130         GL_CullFace(GL_NONE);
5131
5132         GL_DepthMask(false);
5133         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5134         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5135         GL_DepthTest(!depthdisable);
5136
5137         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5138         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5139         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5140         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5141         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5142         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5143         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5144         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5145         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5146         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5147         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5148         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5149
5150         R_Mesh_VertexPointer(vertex3f, 0, 0);
5151         R_Mesh_ColorPointer(NULL, 0, 0);
5152         R_Mesh_ResetTextureState();
5153         R_SetupGenericShader(true);
5154         R_Mesh_TexBind(0, R_GetTexture(texture));
5155         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5156         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5157         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5158         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5159
5160         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5161         {
5162                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5163                 GL_BlendFunc(blendfunc1, GL_ONE);
5164                 fog = 1 - fog;
5165                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5166                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5167         }
5168 }
5169
5170 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5171 {
5172         int i;
5173         float *vertex3f;
5174         float v[3];
5175         VectorSet(v, x, y, z);
5176         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5177                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5178                         break;
5179         if (i == mesh->numvertices)
5180         {
5181                 if (mesh->numvertices < mesh->maxvertices)
5182                 {
5183                         VectorCopy(v, vertex3f);
5184                         mesh->numvertices++;
5185                 }
5186                 return mesh->numvertices;
5187         }
5188         else
5189                 return i;
5190 }
5191
5192 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5193 {
5194         int i;
5195         int *e, element[3];
5196         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5197         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5198         e = mesh->element3i + mesh->numtriangles * 3;
5199         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5200         {
5201                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5202                 if (mesh->numtriangles < mesh->maxtriangles)
5203                 {
5204                         *e++ = element[0];
5205                         *e++ = element[1];
5206                         *e++ = element[2];
5207                         mesh->numtriangles++;
5208                 }
5209                 element[1] = element[2];
5210         }
5211 }
5212
5213 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5214 {
5215         int i;
5216         int *e, element[3];
5217         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5218         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5219         e = mesh->element3i + mesh->numtriangles * 3;
5220         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5221         {
5222                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5223                 if (mesh->numtriangles < mesh->maxtriangles)
5224                 {
5225                         *e++ = element[0];
5226                         *e++ = element[1];
5227                         *e++ = element[2];
5228                         mesh->numtriangles++;
5229                 }
5230                 element[1] = element[2];
5231         }
5232 }
5233
5234 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5235 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5236 {
5237         int planenum, planenum2;
5238         int w;
5239         int tempnumpoints;
5240         mplane_t *plane, *plane2;
5241         double maxdist;
5242         double temppoints[2][256*3];
5243         // figure out how large a bounding box we need to properly compute this brush
5244         maxdist = 0;
5245         for (w = 0;w < numplanes;w++)
5246                 maxdist = max(maxdist, planes[w].dist);
5247         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5248         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5249         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5250         {
5251                 w = 0;
5252                 tempnumpoints = 4;
5253                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5254                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5255                 {
5256                         if (planenum2 == planenum)
5257                                 continue;
5258                         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);
5259                         w = !w;
5260                 }
5261                 if (tempnumpoints < 3)
5262                         continue;
5263                 // generate elements forming a triangle fan for this polygon
5264                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5265         }
5266 }
5267
5268 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)
5269 {
5270         texturelayer_t *layer;
5271         layer = t->currentlayers + t->currentnumlayers++;
5272         layer->type = type;
5273         layer->depthmask = depthmask;
5274         layer->blendfunc1 = blendfunc1;
5275         layer->blendfunc2 = blendfunc2;
5276         layer->texture = texture;
5277         layer->texmatrix = *matrix;
5278         layer->color[0] = r * r_refdef.view.colorscale;
5279         layer->color[1] = g * r_refdef.view.colorscale;
5280         layer->color[2] = b * r_refdef.view.colorscale;
5281         layer->color[3] = a;
5282 }
5283
5284 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5285 {
5286         double index, f;
5287         index = parms[2] + r_refdef.scene.time * parms[3];
5288         index -= floor(index);
5289         switch (func)
5290         {
5291         default:
5292         case Q3WAVEFUNC_NONE:
5293         case Q3WAVEFUNC_NOISE:
5294         case Q3WAVEFUNC_COUNT:
5295                 f = 0;
5296                 break;
5297         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5298         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5299         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5300         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5301         case Q3WAVEFUNC_TRIANGLE:
5302                 index *= 4;
5303                 f = index - floor(index);
5304                 if (index < 1)
5305                         f = f;
5306                 else if (index < 2)
5307                         f = 1 - f;
5308                 else if (index < 3)
5309                         f = -f;
5310                 else
5311                         f = -(1 - f);
5312                 break;
5313         }
5314         return (float)(parms[0] + parms[1] * f);
5315 }
5316
5317 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5318 {
5319         int w, h, idx;
5320         float f;
5321         float tcmat[12];
5322         matrix4x4_t matrix, temp;
5323         switch(tcmod->tcmod)
5324         {
5325                 case Q3TCMOD_COUNT:
5326                 case Q3TCMOD_NONE:
5327                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5328                                 matrix = r_waterscrollmatrix;
5329                         else
5330                                 matrix = identitymatrix;
5331                         break;
5332                 case Q3TCMOD_ENTITYTRANSLATE:
5333                         // this is used in Q3 to allow the gamecode to control texcoord
5334                         // scrolling on the entity, which is not supported in darkplaces yet.
5335                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5336                         break;
5337                 case Q3TCMOD_ROTATE:
5338                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5339                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5340                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5341                         break;
5342                 case Q3TCMOD_SCALE:
5343                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5344                         break;
5345                 case Q3TCMOD_SCROLL:
5346                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5347                         break;
5348                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5349                         w = (int) tcmod->parms[0];
5350                         h = (int) tcmod->parms[1];
5351                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5352                         f = f - floor(f);
5353                         idx = (int) floor(f * w * h);
5354                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5355                         break;
5356                 case Q3TCMOD_STRETCH:
5357                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5358                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5359                         break;
5360                 case Q3TCMOD_TRANSFORM:
5361                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5362                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5363                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5364                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5365                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5366                         break;
5367                 case Q3TCMOD_TURBULENT:
5368                         // this is handled in the RSurf_PrepareVertices function
5369                         matrix = identitymatrix;
5370                         break;
5371         }
5372         temp = *texmatrix;
5373         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5374 }
5375
5376 texture_t *R_GetCurrentTexture(texture_t *t)
5377 {
5378         int i;
5379         const entity_render_t *ent = rsurface.entity;
5380         dp_model_t *model = ent->model;
5381         q3shaderinfo_layer_tcmod_t *tcmod;
5382
5383         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5384                 return t->currentframe;
5385         t->update_lastrenderframe = r_frame;
5386         t->update_lastrenderentity = (void *)ent;
5387
5388         // switch to an alternate material if this is a q1bsp animated material
5389         {
5390                 texture_t *texture = t;
5391                 int s = ent->skinnum;
5392                 if ((unsigned int)s >= (unsigned int)model->numskins)
5393                         s = 0;
5394                 if (model->skinscenes)
5395                 {
5396                         if (model->skinscenes[s].framecount > 1)
5397                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5398                         else
5399                                 s = model->skinscenes[s].firstframe;
5400                 }
5401                 if (s > 0)
5402                         t = t + s * model->num_surfaces;
5403                 if (t->animated)
5404                 {
5405                         // use an alternate animation if the entity's frame is not 0,
5406                         // and only if the texture has an alternate animation
5407                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5408                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5409                         else
5410                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5411                 }
5412                 texture->currentframe = t;
5413         }
5414
5415         // update currentskinframe to be a qw skin or animation frame
5416         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5417         {
5418                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5419                 {
5420                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5421                         if (developer_loading.integer)
5422                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5423                         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);
5424                 }
5425                 t->currentskinframe = r_qwskincache_skinframe[i];
5426                 if (t->currentskinframe == NULL)
5427                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5428         }
5429         else if (t->numskinframes >= 2)
5430                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5431         if (t->backgroundnumskinframes >= 2)
5432                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5433
5434         t->currentmaterialflags = t->basematerialflags;
5435         t->currentalpha = ent->alpha;
5436         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5437                 t->currentalpha *= r_wateralpha.value;
5438         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5439                 t->currentalpha *= t->r_water_wateralpha;
5440         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5441                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5442         if (!(ent->flags & RENDER_LIGHT))
5443                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5444         else if (rsurface.modeltexcoordlightmap2f == NULL)
5445         {
5446                 // pick a model lighting mode
5447                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5448                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5449                 else
5450                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5451         }
5452         if (ent->effects & EF_ADDITIVE)
5453                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5454         else if (t->currentalpha < 1)
5455                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5456         if (ent->effects & EF_DOUBLESIDED)
5457                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5458         if (ent->effects & EF_NODEPTHTEST)
5459                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5460         if (ent->flags & RENDER_VIEWMODEL)
5461                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5462         if (t->backgroundnumskinframes)
5463                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5464         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5465         {
5466                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5467                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5468         }
5469         else
5470                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5471
5472         // there is no tcmod
5473         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5474         {
5475                 t->currenttexmatrix = r_waterscrollmatrix;
5476                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5477         }
5478         else
5479         {
5480                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5481                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5482         }
5483
5484         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5485                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5486         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5487                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5488
5489         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5490         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5491         t->glosstexture = r_texture_black;
5492         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5493         t->backgroundglosstexture = r_texture_black;
5494         t->specularpower = r_shadow_glossexponent.value;
5495         // TODO: store reference values for these in the texture?
5496         t->specularscale = 0;
5497         if (r_shadow_gloss.integer > 0)
5498         {
5499                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5500                 {
5501                         if (r_shadow_glossintensity.value > 0)
5502                         {
5503                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5504                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5505                                 t->specularscale = r_shadow_glossintensity.value;
5506                         }
5507                 }
5508                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5509                 {
5510                         t->glosstexture = r_texture_white;
5511                         t->backgroundglosstexture = r_texture_white;
5512                         t->specularscale = r_shadow_gloss2intensity.value;
5513                 }
5514         }
5515
5516         // lightmaps mode looks bad with dlights using actual texturing, so turn
5517         // off the colormap and glossmap, but leave the normalmap on as it still
5518         // accurately represents the shading involved
5519         if (gl_lightmaps.integer)
5520         {
5521                 t->basetexture = r_texture_grey128;
5522                 t->backgroundbasetexture = NULL;
5523                 t->specularscale = 0;
5524                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5525         }
5526
5527         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5528         VectorClear(t->dlightcolor);
5529         t->currentnumlayers = 0;
5530         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5531         {
5532                 int layerflags = 0;
5533                 int blendfunc1, blendfunc2;
5534                 qboolean depthmask;
5535                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5536                 {
5537                         blendfunc1 = GL_SRC_ALPHA;
5538                         blendfunc2 = GL_ONE;
5539                 }
5540                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5541                 {
5542                         blendfunc1 = GL_SRC_ALPHA;
5543                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5544                 }
5545                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5546                 {
5547                         blendfunc1 = t->customblendfunc[0];
5548                         blendfunc2 = t->customblendfunc[1];
5549                 }
5550                 else
5551                 {
5552                         blendfunc1 = GL_ONE;
5553                         blendfunc2 = GL_ZERO;
5554                 }
5555                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5556                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5557                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5558                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5559                 {
5560                         // fullbright is not affected by r_refdef.lightmapintensity
5561                         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]);
5562                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5563                                 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]);
5564                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5565                                 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]);
5566                 }
5567                 else
5568                 {
5569                         vec3_t ambientcolor;
5570                         float colorscale;
5571                         // set the color tint used for lights affecting this surface
5572                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5573                         colorscale = 2;
5574                         // q3bsp has no lightmap updates, so the lightstylevalue that
5575                         // would normally be baked into the lightmap must be
5576                         // applied to the color
5577                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5578                         if (ent->model->type == mod_brushq3)
5579                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5580                         colorscale *= r_refdef.lightmapintensity;
5581                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5582                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5583                         // basic lit geometry
5584                         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]);
5585                         // add pants/shirt if needed
5586                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5587                                 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]);
5588                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5589                                 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]);
5590                         // now add ambient passes if needed
5591                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5592                         {
5593                                 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]);
5594                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5595                                         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]);
5596                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5597                                         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]);
5598                         }
5599                 }
5600                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5601                         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]);
5602                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5603                 {
5604                         // if this is opaque use alpha blend which will darken the earlier
5605                         // passes cheaply.
5606                         //
5607                         // if this is an alpha blended material, all the earlier passes
5608                         // were darkened by fog already, so we only need to add the fog
5609                         // color ontop through the fog mask texture
5610                         //
5611                         // if this is an additive blended material, all the earlier passes
5612                         // were darkened by fog already, and we should not add fog color
5613                         // (because the background was not darkened, there is no fog color
5614                         // that was lost behind it).
5615                         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]);
5616                 }
5617         }
5618
5619         return t->currentframe;
5620 }
5621
5622 rsurfacestate_t rsurface;
5623
5624 void R_Mesh_ResizeArrays(int newvertices)
5625 {
5626         float *base;
5627         if (rsurface.array_size >= newvertices)
5628                 return;
5629         if (rsurface.array_modelvertex3f)
5630                 Mem_Free(rsurface.array_modelvertex3f);
5631         rsurface.array_size = (newvertices + 1023) & ~1023;
5632         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5633         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5634         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5635         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5636         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5637         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5638         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5639         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5640         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5641         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5642         rsurface.array_color4f           = base + rsurface.array_size * 27;
5643         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5644 }
5645
5646 void RSurf_ActiveWorldEntity(void)
5647 {
5648         dp_model_t *model = r_refdef.scene.worldmodel;
5649         //if (rsurface.entity == r_refdef.scene.worldentity)
5650         //      return;
5651         rsurface.entity = r_refdef.scene.worldentity;
5652         if (rsurface.array_size < model->surfmesh.num_vertices)
5653                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5654         rsurface.matrix = identitymatrix;
5655         rsurface.inversematrix = identitymatrix;
5656         R_Mesh_Matrix(&identitymatrix);
5657         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5658         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5659         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5660         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5661         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5662         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5663         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5664         rsurface.frameblend[0].lerp = 1;
5665         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5666         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5667         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5668         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5669         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5670         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5671         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5672         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5673         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5674         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5675         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5676         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5677         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5678         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5679         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5680         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5681         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5682         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5683         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5684         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5685         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5686         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5687         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5688         rsurface.modelelement3i = model->surfmesh.data_element3i;
5689         rsurface.modelelement3s = model->surfmesh.data_element3s;
5690         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5691         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5692         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5693         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5694         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5695         rsurface.modelsurfaces = model->data_surfaces;
5696         rsurface.generatedvertex = false;
5697         rsurface.vertex3f  = rsurface.modelvertex3f;
5698         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5699         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5700         rsurface.svector3f = rsurface.modelsvector3f;
5701         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5702         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5703         rsurface.tvector3f = rsurface.modeltvector3f;
5704         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5705         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5706         rsurface.normal3f  = rsurface.modelnormal3f;
5707         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5708         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5709         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5710 }
5711
5712 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5713 {
5714         dp_model_t *model = ent->model;
5715         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5716         //      return;
5717         rsurface.entity = (entity_render_t *)ent;
5718         if (rsurface.array_size < model->surfmesh.num_vertices)
5719                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5720         rsurface.matrix = ent->matrix;
5721         rsurface.inversematrix = ent->inversematrix;
5722         R_Mesh_Matrix(&rsurface.matrix);
5723         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5724         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5725         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5726         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5727         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5728         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5729         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5730         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5731         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5732         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5733         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5734         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5735         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5736         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5737         if (ent->model->brush.submodel)
5738         {
5739                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5740                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5741         }
5742         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5743         {
5744                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5745                 {
5746                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5747                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5748                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5749                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5750                 }
5751                 else if (wanttangents)
5752                 {
5753                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5754                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5755                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5756                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5757                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5758                 }
5759                 else if (wantnormals)
5760                 {
5761                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5762                         rsurface.modelsvector3f = NULL;
5763                         rsurface.modeltvector3f = NULL;
5764                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5765                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5766                 }
5767                 else
5768                 {
5769                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5770                         rsurface.modelsvector3f = NULL;
5771                         rsurface.modeltvector3f = NULL;
5772                         rsurface.modelnormal3f = NULL;
5773                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5774                 }
5775                 rsurface.modelvertex3f_bufferobject = 0;
5776                 rsurface.modelvertex3f_bufferoffset = 0;
5777                 rsurface.modelsvector3f_bufferobject = 0;
5778                 rsurface.modelsvector3f_bufferoffset = 0;
5779                 rsurface.modeltvector3f_bufferobject = 0;
5780                 rsurface.modeltvector3f_bufferoffset = 0;
5781                 rsurface.modelnormal3f_bufferobject = 0;
5782                 rsurface.modelnormal3f_bufferoffset = 0;
5783                 rsurface.generatedvertex = true;
5784         }
5785         else
5786         {
5787                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5788                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5789                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5790                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5791                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5792                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5793                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5794                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5795                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5796                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5797                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5798                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5799                 rsurface.generatedvertex = false;
5800         }
5801         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5802         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5803         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5804         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5805         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5806         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5807         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5808         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5809         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5810         rsurface.modelelement3i = model->surfmesh.data_element3i;
5811         rsurface.modelelement3s = model->surfmesh.data_element3s;
5812         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5813         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5814         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5815         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5816         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5817         rsurface.modelsurfaces = model->data_surfaces;
5818         rsurface.vertex3f  = rsurface.modelvertex3f;
5819         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5820         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5821         rsurface.svector3f = rsurface.modelsvector3f;
5822         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5823         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5824         rsurface.tvector3f = rsurface.modeltvector3f;
5825         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5826         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5827         rsurface.normal3f  = rsurface.modelnormal3f;
5828         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5829         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5830         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5831 }
5832
5833 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5834 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5835 {
5836         int deformindex;
5837         int texturesurfaceindex;
5838         int i, j;
5839         float amplitude;
5840         float animpos;
5841         float scale;
5842         const float *v1, *in_tc;
5843         float *out_tc;
5844         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5845         float waveparms[4];
5846         q3shaderinfo_deform_t *deform;
5847         // 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
5848         if (rsurface.generatedvertex)
5849         {
5850                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5851                         generatenormals = true;
5852                 for (i = 0;i < Q3MAXDEFORMS;i++)
5853                 {
5854                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5855                         {
5856                                 generatetangents = true;
5857                                 generatenormals = true;
5858                         }
5859                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5860                                 generatenormals = true;
5861                 }
5862                 if (generatenormals && !rsurface.modelnormal3f)
5863                 {
5864                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5865                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5866                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5867                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5868                 }
5869                 if (generatetangents && !rsurface.modelsvector3f)
5870                 {
5871                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5872                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5873                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5874                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5875                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5876                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5877                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5878                 }
5879         }
5880         rsurface.vertex3f  = rsurface.modelvertex3f;
5881         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5882         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5883         rsurface.svector3f = rsurface.modelsvector3f;
5884         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5885         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5886         rsurface.tvector3f = rsurface.modeltvector3f;
5887         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5888         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5889         rsurface.normal3f  = rsurface.modelnormal3f;
5890         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5891         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5892         // if vertices are deformed (sprite flares and things in maps, possibly
5893         // water waves, bulges and other deformations), generate them into
5894         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5895         // (may be static model data or generated data for an animated model, or
5896         //  the previous deform pass)
5897         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5898         {
5899                 switch (deform->deform)
5900                 {
5901                 default:
5902                 case Q3DEFORM_PROJECTIONSHADOW:
5903                 case Q3DEFORM_TEXT0:
5904                 case Q3DEFORM_TEXT1:
5905                 case Q3DEFORM_TEXT2:
5906                 case Q3DEFORM_TEXT3:
5907                 case Q3DEFORM_TEXT4:
5908                 case Q3DEFORM_TEXT5:
5909                 case Q3DEFORM_TEXT6:
5910                 case Q3DEFORM_TEXT7:
5911                 case Q3DEFORM_NONE:
5912                         break;
5913                 case Q3DEFORM_AUTOSPRITE:
5914                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5915                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5916                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5917                         VectorNormalize(newforward);
5918                         VectorNormalize(newright);
5919                         VectorNormalize(newup);
5920                         // make deformed versions of only the model vertices used by the specified surfaces
5921                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5922                         {
5923                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5924                                 // a single autosprite surface can contain multiple sprites...
5925                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5926                                 {
5927                                         VectorClear(center);
5928                                         for (i = 0;i < 4;i++)
5929                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5930                                         VectorScale(center, 0.25f, center);
5931                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5932                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5933                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5934                                         for (i = 0;i < 4;i++)
5935                                         {
5936                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5937                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5938                                         }
5939                                 }
5940                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5941                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5942                         }
5943                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5944                         rsurface.vertex3f_bufferobject = 0;
5945                         rsurface.vertex3f_bufferoffset = 0;
5946                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5947                         rsurface.svector3f_bufferobject = 0;
5948                         rsurface.svector3f_bufferoffset = 0;
5949                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5950                         rsurface.tvector3f_bufferobject = 0;
5951                         rsurface.tvector3f_bufferoffset = 0;
5952                         rsurface.normal3f = rsurface.array_deformednormal3f;
5953                         rsurface.normal3f_bufferobject = 0;
5954                         rsurface.normal3f_bufferoffset = 0;
5955                         break;
5956                 case Q3DEFORM_AUTOSPRITE2:
5957                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5958                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5959                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5960                         VectorNormalize(newforward);
5961                         VectorNormalize(newright);
5962                         VectorNormalize(newup);
5963                         // make deformed versions of only the model vertices used by the specified surfaces
5964                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5965                         {
5966                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5967                                 const float *v1, *v2;
5968                                 vec3_t start, end;
5969                                 float f, l;
5970                                 struct
5971                                 {
5972                                         float length2;
5973                                         const float *v1;
5974                                         const float *v2;
5975                                 }
5976                                 shortest[2];
5977                                 memset(shortest, 0, sizeof(shortest));
5978                                 // a single autosprite surface can contain multiple sprites...
5979                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5980                                 {
5981                                         VectorClear(center);
5982                                         for (i = 0;i < 4;i++)
5983                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5984                                         VectorScale(center, 0.25f, center);
5985                                         // find the two shortest edges, then use them to define the
5986                                         // axis vectors for rotating around the central axis
5987                                         for (i = 0;i < 6;i++)
5988                                         {
5989                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5990                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5991 #if 0
5992                                                 Debug_PolygonBegin(NULL, 0);
5993                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5994                                                 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);
5995                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5996                                                 Debug_PolygonEnd();
5997 #endif
5998                                                 l = VectorDistance2(v1, v2);
5999                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6000                                                 if (v1[2] != v2[2])
6001                                                         l += (1.0f / 1024.0f);
6002                                                 if (shortest[0].length2 > l || i == 0)
6003                                                 {
6004                                                         shortest[1] = shortest[0];
6005                                                         shortest[0].length2 = l;
6006                                                         shortest[0].v1 = v1;
6007                                                         shortest[0].v2 = v2;
6008                                                 }
6009                                                 else if (shortest[1].length2 > l || i == 1)
6010                                                 {
6011                                                         shortest[1].length2 = l;
6012                                                         shortest[1].v1 = v1;
6013                                                         shortest[1].v2 = v2;
6014                                                 }
6015                                         }
6016                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6017                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6018 #if 0
6019                                         Debug_PolygonBegin(NULL, 0);
6020                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6021                                         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);
6022                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6023                                         Debug_PolygonEnd();
6024 #endif
6025                                         // this calculates the right vector from the shortest edge
6026                                         // and the up vector from the edge midpoints
6027                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6028                                         VectorNormalize(right);
6029                                         VectorSubtract(end, start, up);
6030                                         VectorNormalize(up);
6031                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6032                                         VectorSubtract(rsurface.modelorg, center, forward);
6033                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6034                                         VectorNegate(forward, forward);
6035                                         VectorReflect(forward, 0, up, forward);
6036                                         VectorNormalize(forward);
6037                                         CrossProduct(up, forward, newright);
6038                                         VectorNormalize(newright);
6039 #if 0
6040                                         Debug_PolygonBegin(NULL, 0);
6041                                         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);
6042                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6043                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6044                                         Debug_PolygonEnd();
6045 #endif
6046 #if 0
6047                                         Debug_PolygonBegin(NULL, 0);
6048                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6049                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6050                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6051                                         Debug_PolygonEnd();
6052 #endif
6053                                         // rotate the quad around the up axis vector, this is made
6054                                         // especially easy by the fact we know the quad is flat,
6055                                         // so we only have to subtract the center position and
6056                                         // measure distance along the right vector, and then
6057                                         // multiply that by the newright vector and add back the
6058                                         // center position
6059                                         // we also need to subtract the old position to undo the
6060                                         // displacement from the center, which we do with a
6061                                         // DotProduct, the subtraction/addition of center is also
6062                                         // optimized into DotProducts here
6063                                         l = DotProduct(right, center);
6064                                         for (i = 0;i < 4;i++)
6065                                         {
6066                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6067                                                 f = DotProduct(right, v1) - l;
6068                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6069                                         }
6070                                 }
6071                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6072                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6073                         }
6074                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6075                         rsurface.vertex3f_bufferobject = 0;
6076                         rsurface.vertex3f_bufferoffset = 0;
6077                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6078                         rsurface.svector3f_bufferobject = 0;
6079                         rsurface.svector3f_bufferoffset = 0;
6080                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6081                         rsurface.tvector3f_bufferobject = 0;
6082                         rsurface.tvector3f_bufferoffset = 0;
6083                         rsurface.normal3f = rsurface.array_deformednormal3f;
6084                         rsurface.normal3f_bufferobject = 0;
6085                         rsurface.normal3f_bufferoffset = 0;
6086                         break;
6087                 case Q3DEFORM_NORMAL:
6088                         // deform the normals to make reflections wavey
6089                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6090                         {
6091                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6092                                 for (j = 0;j < surface->num_vertices;j++)
6093                                 {
6094                                         float vertex[3];
6095                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6096                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6097                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6098                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6099                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6100                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6101                                         VectorNormalize(normal);
6102                                 }
6103                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6104                         }
6105                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6106                         rsurface.svector3f_bufferobject = 0;
6107                         rsurface.svector3f_bufferoffset = 0;
6108                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6109                         rsurface.tvector3f_bufferobject = 0;
6110                         rsurface.tvector3f_bufferoffset = 0;
6111                         rsurface.normal3f = rsurface.array_deformednormal3f;
6112                         rsurface.normal3f_bufferobject = 0;
6113                         rsurface.normal3f_bufferoffset = 0;
6114                         break;
6115                 case Q3DEFORM_WAVE:
6116                         // deform vertex array to make wavey water and flags and such
6117                         waveparms[0] = deform->waveparms[0];
6118                         waveparms[1] = deform->waveparms[1];
6119                         waveparms[2] = deform->waveparms[2];
6120                         waveparms[3] = deform->waveparms[3];
6121                         // this is how a divisor of vertex influence on deformation
6122                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6123                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6124                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6125                         {
6126                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6127                                 for (j = 0;j < surface->num_vertices;j++)
6128                                 {
6129                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6130                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6131                                         // if the wavefunc depends on time, evaluate it per-vertex
6132                                         if (waveparms[3])
6133                                         {
6134                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6135                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6136                                         }
6137                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6138                                 }
6139                         }
6140                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6141                         rsurface.vertex3f_bufferobject = 0;
6142                         rsurface.vertex3f_bufferoffset = 0;
6143                         break;
6144                 case Q3DEFORM_BULGE:
6145                         // deform vertex array to make the surface have moving bulges
6146                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6147                         {
6148                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6149                                 for (j = 0;j < surface->num_vertices;j++)
6150                                 {
6151                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6152                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6153                                 }
6154                         }
6155                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6156                         rsurface.vertex3f_bufferobject = 0;
6157                         rsurface.vertex3f_bufferoffset = 0;
6158                         break;
6159                 case Q3DEFORM_MOVE:
6160                         // deform vertex array
6161                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6162                         VectorScale(deform->parms, scale, waveparms);
6163                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6164                         {
6165                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6166                                 for (j = 0;j < surface->num_vertices;j++)
6167                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6168                         }
6169                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6170                         rsurface.vertex3f_bufferobject = 0;
6171                         rsurface.vertex3f_bufferoffset = 0;
6172                         break;
6173                 }
6174         }
6175         // generate texcoords based on the chosen texcoord source
6176         switch(rsurface.texture->tcgen.tcgen)
6177         {
6178         default:
6179         case Q3TCGEN_TEXTURE:
6180                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6181                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6182                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6183                 break;
6184         case Q3TCGEN_LIGHTMAP:
6185                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6186                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6187                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6188                 break;
6189         case Q3TCGEN_VECTOR:
6190                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6191                 {
6192                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6193                         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)
6194                         {
6195                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6196                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6197                         }
6198                 }
6199                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6200                 rsurface.texcoordtexture2f_bufferobject  = 0;
6201                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6202                 break;
6203         case Q3TCGEN_ENVIRONMENT:
6204                 // make environment reflections using a spheremap
6205                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6206                 {
6207                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6208                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6209                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6210                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6211                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6212                         {
6213                                 // identical to Q3A's method, but executed in worldspace so
6214                                 // carried models can be shiny too
6215
6216                                 float viewer[3], d, reflected[3], worldreflected[3];
6217
6218                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6219                                 // VectorNormalize(viewer);
6220
6221                                 d = DotProduct(normal, viewer);
6222
6223                                 reflected[0] = normal[0]*2*d - viewer[0];
6224                                 reflected[1] = normal[1]*2*d - viewer[1];
6225                                 reflected[2] = normal[2]*2*d - viewer[2];
6226                                 // note: this is proportinal to viewer, so we can normalize later
6227
6228                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6229                                 VectorNormalize(worldreflected);
6230
6231                                 // note: this sphere map only uses world x and z!
6232                                 // so positive and negative y will LOOK THE SAME.
6233                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6234                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6235                         }
6236                 }
6237                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6238                 rsurface.texcoordtexture2f_bufferobject  = 0;
6239                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6240                 break;
6241         }
6242         // the only tcmod that needs software vertex processing is turbulent, so
6243         // check for it here and apply the changes if needed
6244         // and we only support that as the first one
6245         // (handling a mixture of turbulent and other tcmods would be problematic
6246         //  without punting it entirely to a software path)
6247         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6248         {
6249                 amplitude = rsurface.texture->tcmods[0].parms[1];
6250                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6251                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6252                 {
6253                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6254                         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)
6255                         {
6256                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6257                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6258                         }
6259                 }
6260                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6261                 rsurface.texcoordtexture2f_bufferobject  = 0;
6262                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6263         }
6264         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6265         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6266         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6267         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6268 }
6269
6270 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6271 {
6272         int i, j;
6273         const msurface_t *surface = texturesurfacelist[0];
6274         const msurface_t *surface2;
6275         int firstvertex;
6276         int endvertex;
6277         int numvertices;
6278         int numtriangles;
6279         // TODO: lock all array ranges before render, rather than on each surface
6280         if (texturenumsurfaces == 1)
6281         {
6282                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6283                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6284         }
6285         else if (r_batchmode.integer == 2)
6286         {
6287                 #define MAXBATCHTRIANGLES 4096
6288                 int batchtriangles = 0;
6289                 int batchelements[MAXBATCHTRIANGLES*3];
6290                 for (i = 0;i < texturenumsurfaces;i = j)
6291                 {
6292                         surface = texturesurfacelist[i];
6293                         j = i + 1;
6294                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6295                         {
6296                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6297                                 continue;
6298                         }
6299                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6300                         batchtriangles = surface->num_triangles;
6301                         firstvertex = surface->num_firstvertex;
6302                         endvertex = surface->num_firstvertex + surface->num_vertices;
6303                         for (;j < texturenumsurfaces;j++)
6304                         {
6305                                 surface2 = texturesurfacelist[j];
6306                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6307                                         break;
6308                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6309                                 batchtriangles += surface2->num_triangles;
6310                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6311                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6312                         }
6313                         surface2 = texturesurfacelist[j-1];
6314                         numvertices = endvertex - firstvertex;
6315                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6316                 }
6317         }
6318         else if (r_batchmode.integer == 1)
6319         {
6320                 for (i = 0;i < texturenumsurfaces;i = j)
6321                 {
6322                         surface = texturesurfacelist[i];
6323                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6324                                 if (texturesurfacelist[j] != surface2)
6325                                         break;
6326                         surface2 = texturesurfacelist[j-1];
6327                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6328                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6329                         GL_LockArrays(surface->num_firstvertex, numvertices);
6330                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6331                 }
6332         }
6333         else
6334         {
6335                 for (i = 0;i < texturenumsurfaces;i++)
6336                 {
6337                         surface = texturesurfacelist[i];
6338                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6339                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6340                 }
6341         }
6342 }
6343
6344 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6345 {
6346         int i, planeindex, vertexindex;
6347         float d, bestd;
6348         vec3_t vert;
6349         const float *v;
6350         r_waterstate_waterplane_t *p, *bestp;
6351         msurface_t *surface;
6352         if (r_waterstate.renderingscene)
6353                 return;
6354         for (i = 0;i < texturenumsurfaces;i++)
6355         {
6356                 surface = texturesurfacelist[i];
6357                 if (lightmaptexunit >= 0)
6358                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6359                 if (deluxemaptexunit >= 0)
6360                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6361                 // pick the closest matching water plane
6362                 bestd = 0;
6363                 bestp = NULL;
6364                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6365                 {
6366                         d = 0;
6367                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6368                         {
6369                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6370                                 d += fabs(PlaneDiff(vert, &p->plane));
6371                         }
6372                         if (bestd > d || !bestp)
6373                         {
6374                                 bestd = d;
6375                                 bestp = p;
6376                         }
6377                 }
6378                 if (bestp)
6379                 {
6380                         if (refractiontexunit >= 0)
6381                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6382                         if (reflectiontexunit >= 0)
6383                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6384                 }
6385                 else
6386                 {
6387                         if (refractiontexunit >= 0)
6388                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6389                         if (reflectiontexunit >= 0)
6390                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6391                 }
6392                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6393                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6394         }
6395 }
6396
6397 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6398 {
6399         int i;
6400         int j;
6401         const msurface_t *surface = texturesurfacelist[0];
6402         const msurface_t *surface2;
6403         int firstvertex;
6404         int endvertex;
6405         int numvertices;
6406         int numtriangles;
6407         // TODO: lock all array ranges before render, rather than on each surface
6408         if (texturenumsurfaces == 1)
6409         {
6410                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6411                 if (deluxemaptexunit >= 0)
6412                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6413                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6414                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6415         }
6416         else if (r_batchmode.integer == 2)
6417         {
6418                 #define MAXBATCHTRIANGLES 4096
6419                 int batchtriangles = 0;
6420                 int batchelements[MAXBATCHTRIANGLES*3];
6421                 for (i = 0;i < texturenumsurfaces;i = j)
6422                 {
6423                         surface = texturesurfacelist[i];
6424                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6425                         if (deluxemaptexunit >= 0)
6426                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6427                         j = i + 1;
6428                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6429                         {
6430                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6431                                 continue;
6432                         }
6433                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6434                         batchtriangles = surface->num_triangles;
6435                         firstvertex = surface->num_firstvertex;
6436                         endvertex = surface->num_firstvertex + surface->num_vertices;
6437                         for (;j < texturenumsurfaces;j++)
6438                         {
6439                                 surface2 = texturesurfacelist[j];
6440                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6441                                         break;
6442                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6443                                 batchtriangles += surface2->num_triangles;
6444                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6445                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6446                         }
6447                         surface2 = texturesurfacelist[j-1];
6448                         numvertices = endvertex - firstvertex;
6449                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6450                 }
6451         }
6452         else if (r_batchmode.integer == 1)
6453         {
6454 #if 0
6455                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6456                 for (i = 0;i < texturenumsurfaces;i = j)
6457                 {
6458                         surface = texturesurfacelist[i];
6459                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6460                                 if (texturesurfacelist[j] != surface2)
6461                                         break;
6462                         Con_Printf(" %i", j - i);
6463                 }
6464                 Con_Printf("\n");
6465                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6466 #endif
6467                 for (i = 0;i < texturenumsurfaces;i = j)
6468                 {
6469                         surface = texturesurfacelist[i];
6470                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6471                         if (deluxemaptexunit >= 0)
6472                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6473                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6474                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6475                                         break;
6476 #if 0
6477                         Con_Printf(" %i", j - i);
6478 #endif
6479                         surface2 = texturesurfacelist[j-1];
6480                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6481                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6482                         GL_LockArrays(surface->num_firstvertex, numvertices);
6483                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6484                 }
6485 #if 0
6486                 Con_Printf("\n");
6487 #endif
6488         }
6489         else
6490         {
6491                 for (i = 0;i < texturenumsurfaces;i++)
6492                 {
6493                         surface = texturesurfacelist[i];
6494                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6495                         if (deluxemaptexunit >= 0)
6496                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6497                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6498                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6499                 }
6500         }
6501 }
6502
6503 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6504 {
6505         int j;
6506         int texturesurfaceindex;
6507         if (r_showsurfaces.integer == 2)
6508         {
6509                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6510                 {
6511                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6512                         for (j = 0;j < surface->num_triangles;j++)
6513                         {
6514                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6515                                 GL_Color(f, f, f, 1);
6516                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6517                         }
6518                 }
6519         }
6520         else
6521         {
6522                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6523                 {
6524                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6525                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6526                         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);
6527                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6528                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6529                 }
6530         }
6531 }
6532
6533 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6534 {
6535         int texturesurfaceindex;
6536         int i;
6537         float *v, *c2;
6538         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6539         {
6540                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6541                 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)
6542                 {
6543                         c2[0] = 0.5;
6544                         c2[1] = 0.5;
6545                         c2[2] = 0.5;
6546                         c2[3] = 1;
6547                 }
6548         }
6549         rsurface.lightmapcolor4f = rsurface.array_color4f;
6550         rsurface.lightmapcolor4f_bufferobject = 0;
6551         rsurface.lightmapcolor4f_bufferoffset = 0;
6552 }
6553
6554 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6555 {
6556         int texturesurfaceindex;
6557         int i;
6558         float f;
6559         float *v, *c, *c2;
6560         if (rsurface.lightmapcolor4f)
6561         {
6562                 // generate color arrays for the surfaces in this list
6563                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6564                 {
6565                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6566                         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)
6567                         {
6568                                 f = FogPoint_Model(v);
6569                                 c2[0] = c[0] * f;
6570                                 c2[1] = c[1] * f;
6571                                 c2[2] = c[2] * f;
6572                                 c2[3] = c[3];
6573                         }
6574                 }
6575         }
6576         else
6577         {
6578                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6579                 {
6580                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6581                         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)
6582                         {
6583                                 f = FogPoint_Model(v);
6584                                 c2[0] = f;
6585                                 c2[1] = f;
6586                                 c2[2] = f;
6587                                 c2[3] = 1;
6588                         }
6589                 }
6590         }
6591         rsurface.lightmapcolor4f = rsurface.array_color4f;
6592         rsurface.lightmapcolor4f_bufferobject = 0;
6593         rsurface.lightmapcolor4f_bufferoffset = 0;
6594 }
6595
6596 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6597 {
6598         int texturesurfaceindex;
6599         int i;
6600         float f;
6601         float *v, *c, *c2;
6602         if (!rsurface.lightmapcolor4f)
6603                 return;
6604         // generate color arrays for the surfaces in this list
6605         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6606         {
6607                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6608                 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)
6609                 {
6610                         f = FogPoint_Model(v);
6611                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6612                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6613                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6614                         c2[3] = c[3];
6615                 }
6616         }
6617         rsurface.lightmapcolor4f = rsurface.array_color4f;
6618         rsurface.lightmapcolor4f_bufferobject = 0;
6619         rsurface.lightmapcolor4f_bufferoffset = 0;
6620 }
6621
6622 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6623 {
6624         int texturesurfaceindex;
6625         int i;
6626         float *c, *c2;
6627         if (!rsurface.lightmapcolor4f)
6628                 return;
6629         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6630         {
6631                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6632                 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)
6633                 {
6634                         c2[0] = c[0] * r;
6635                         c2[1] = c[1] * g;
6636                         c2[2] = c[2] * b;
6637                         c2[3] = c[3] * a;
6638                 }
6639         }
6640         rsurface.lightmapcolor4f = rsurface.array_color4f;
6641         rsurface.lightmapcolor4f_bufferobject = 0;
6642         rsurface.lightmapcolor4f_bufferoffset = 0;
6643 }
6644
6645 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6646 {
6647         int texturesurfaceindex;
6648         int i;
6649         float *c, *c2;
6650         if (!rsurface.lightmapcolor4f)
6651                 return;
6652         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6653         {
6654                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6655                 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)
6656                 {
6657                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6658                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6659                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6660                         c2[3] = c[3];
6661                 }
6662         }
6663         rsurface.lightmapcolor4f = rsurface.array_color4f;
6664         rsurface.lightmapcolor4f_bufferobject = 0;
6665         rsurface.lightmapcolor4f_bufferoffset = 0;
6666 }
6667
6668 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6669 {
6670         // TODO: optimize
6671         rsurface.lightmapcolor4f = NULL;
6672         rsurface.lightmapcolor4f_bufferobject = 0;
6673         rsurface.lightmapcolor4f_bufferoffset = 0;
6674         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6675         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6676         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6677         GL_Color(r, g, b, a);
6678         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6679 }
6680
6681 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6682 {
6683         // TODO: optimize applyfog && applycolor case
6684         // just apply fog if necessary, and tint the fog color array if necessary
6685         rsurface.lightmapcolor4f = NULL;
6686         rsurface.lightmapcolor4f_bufferobject = 0;
6687         rsurface.lightmapcolor4f_bufferoffset = 0;
6688         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6689         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6690         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6691         GL_Color(r, g, b, a);
6692         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6693 }
6694
6695 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6696 {
6697         int texturesurfaceindex;
6698         int i;
6699         float *c;
6700         // TODO: optimize
6701         if (texturesurfacelist[0]->lightmapinfo)
6702         {
6703                 // generate color arrays for the surfaces in this list
6704                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6705                 {
6706                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6707                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6708                         {
6709                                 if (surface->lightmapinfo->samples)
6710                                 {
6711                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6712                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6713                                         VectorScale(lm, scale, c);
6714                                         if (surface->lightmapinfo->styles[1] != 255)
6715                                         {
6716                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6717                                                 lm += size3;
6718                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6719                                                 VectorMA(c, scale, lm, c);
6720                                                 if (surface->lightmapinfo->styles[2] != 255)
6721                                                 {
6722                                                         lm += size3;
6723                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6724                                                         VectorMA(c, scale, lm, c);
6725                                                         if (surface->lightmapinfo->styles[3] != 255)
6726                                                         {
6727                                                                 lm += size3;
6728                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6729                                                                 VectorMA(c, scale, lm, c);
6730                                                         }
6731                                                 }
6732                                         }
6733                                 }
6734                                 else
6735                                         VectorClear(c);
6736                                 c[3] = 1;
6737                         }
6738                 }
6739                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6740                 rsurface.lightmapcolor4f_bufferobject = 0;
6741                 rsurface.lightmapcolor4f_bufferoffset = 0;
6742         }
6743         else
6744         {
6745                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6746                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6747                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6748         }
6749         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6750         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6751         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6752         GL_Color(r, g, b, a);
6753         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6754 }
6755
6756 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6757 {
6758         int texturesurfaceindex;
6759         int i;
6760         float f;
6761         float *v, *c, *c2, alpha;
6762         vec3_t ambientcolor;
6763         vec3_t diffusecolor;
6764         vec3_t lightdir;
6765         // TODO: optimize
6766         // model lighting
6767         VectorCopy(rsurface.modellight_lightdir, lightdir);
6768         f = 0.5f * r_refdef.lightmapintensity;
6769         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6770         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6771         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6772         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6773         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6774         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6775         alpha = *a;
6776         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6777         {
6778                 // generate color arrays for the surfaces in this list
6779                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6780                 {
6781                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6782                         int numverts = surface->num_vertices;
6783                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6784                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6785                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6786                         // q3-style directional shading
6787                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6788                         {
6789                                 if ((f = DotProduct(c2, lightdir)) > 0)
6790                                         VectorMA(ambientcolor, f, diffusecolor, c);
6791                                 else
6792                                         VectorCopy(ambientcolor, c);
6793                                 c[3] = alpha;
6794                         }
6795                 }
6796                 *r = 1;
6797                 *g = 1;
6798                 *b = 1;
6799                 *a = 1;
6800                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6801                 rsurface.lightmapcolor4f_bufferobject = 0;
6802                 rsurface.lightmapcolor4f_bufferoffset = 0;
6803                 *applycolor = false;
6804         }
6805         else
6806         {
6807                 *r = ambientcolor[0];
6808                 *g = ambientcolor[1];
6809                 *b = ambientcolor[2];
6810                 rsurface.lightmapcolor4f = NULL;
6811                 rsurface.lightmapcolor4f_bufferobject = 0;
6812                 rsurface.lightmapcolor4f_bufferoffset = 0;
6813         }
6814 }
6815
6816 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6817 {
6818         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6819         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6820         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6821         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6822         GL_Color(r, g, b, a);
6823         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6824 }
6825
6826 void RSurf_SetupDepthAndCulling(void)
6827 {
6828         // submodels are biased to avoid z-fighting with world surfaces that they
6829         // may be exactly overlapping (avoids z-fighting artifacts on certain
6830         // doors and things in Quake maps)
6831         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6832         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6833         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6834         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6835 }
6836
6837 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6838 {
6839         // transparent sky would be ridiculous
6840         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6841                 return;
6842         R_SetupGenericShader(false);
6843         if (skyrendernow)
6844         {
6845                 skyrendernow = false;
6846                 // we have to force off the water clipping plane while rendering sky
6847                 R_SetupView(false);
6848                 R_Sky();
6849                 R_SetupView(true);
6850                 // restore entity matrix
6851                 R_Mesh_Matrix(&rsurface.matrix);
6852         }
6853         RSurf_SetupDepthAndCulling();
6854         GL_DepthMask(true);
6855         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6856         // skymasking on them, and Quake3 never did sky masking (unlike
6857         // software Quake and software Quake2), so disable the sky masking
6858         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6859         // and skymasking also looks very bad when noclipping outside the
6860         // level, so don't use it then either.
6861         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6862         {
6863                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6864                 R_Mesh_ColorPointer(NULL, 0, 0);
6865                 R_Mesh_ResetTextureState();
6866                 if (skyrendermasked)
6867                 {
6868                         R_SetupDepthOrShadowShader();
6869                         // depth-only (masking)
6870                         GL_ColorMask(0,0,0,0);
6871                         // just to make sure that braindead drivers don't draw
6872                         // anything despite that colormask...
6873                         GL_BlendFunc(GL_ZERO, GL_ONE);
6874                 }
6875                 else
6876                 {
6877                         R_SetupGenericShader(false);
6878                         // fog sky
6879                         GL_BlendFunc(GL_ONE, GL_ZERO);
6880                 }
6881                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6882                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6883                 if (skyrendermasked)
6884                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6885         }
6886         R_Mesh_ResetTextureState();
6887         GL_Color(1, 1, 1, 1);
6888 }
6889
6890 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6891 {
6892         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6893                 return;
6894
6895         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6896         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6897         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6898         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6899         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6900         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6901         if (rsurface.texture->backgroundcurrentskinframe)
6902         {
6903                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6904                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6905                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6906                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6907         }
6908         if(rsurface.texture->colormapping)
6909         {
6910                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6911                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6912         }
6913         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6914         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6915                 R_Mesh_ColorPointer(NULL, 0, 0);
6916         else
6917                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6918
6919         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6920         {
6921                 // render background
6922                 GL_BlendFunc(GL_ONE, GL_ZERO);
6923                 GL_DepthMask(true);
6924                 GL_AlphaTest(false);
6925
6926                 GL_Color(1, 1, 1, 1);
6927                 R_Mesh_ColorPointer(NULL, 0, 0);
6928
6929                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6930                 if (r_glsl_permutation)
6931                 {
6932                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6933                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6934                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6935                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6936                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6937                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6938                         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);
6939                 }
6940                 GL_LockArrays(0, 0);
6941
6942                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6943                 GL_DepthMask(false);
6944                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6945                         R_Mesh_ColorPointer(NULL, 0, 0);
6946                 else
6947                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6948                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6949                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6950         }
6951
6952         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6953         if (!r_glsl_permutation)
6954                 return;
6955
6956         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6957         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6958         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6959         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6960         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6961         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6962
6963         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6964         {
6965                 GL_BlendFunc(GL_ONE, GL_ZERO);
6966                 GL_DepthMask(true);
6967                 GL_AlphaTest(false);
6968         }
6969         else
6970         {
6971                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6972                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6973                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6974         }
6975
6976         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6977         {
6978                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6979                         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);
6980                 else
6981                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6982         }
6983         else
6984         {
6985                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6986                         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);
6987                 else
6988                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6989         }
6990         GL_LockArrays(0, 0);
6991 }
6992
6993 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6994 {
6995         // OpenGL 1.3 path - anything not completely ancient
6996         int texturesurfaceindex;
6997         qboolean applycolor;
6998         qboolean applyfog;
6999         rmeshstate_t m;
7000         int layerindex;
7001         const texturelayer_t *layer;
7002         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7003
7004         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7005         {
7006                 vec4_t layercolor;
7007                 int layertexrgbscale;
7008                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7009                 {
7010                         if (layerindex == 0)
7011                                 GL_AlphaTest(true);
7012                         else
7013                         {
7014                                 GL_AlphaTest(false);
7015                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7016                         }
7017                 }
7018                 GL_DepthMask(layer->depthmask && writedepth);
7019                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7020                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7021                 {
7022                         layertexrgbscale = 4;
7023                         VectorScale(layer->color, 0.25f, layercolor);
7024                 }
7025                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7026                 {
7027                         layertexrgbscale = 2;
7028                         VectorScale(layer->color, 0.5f, layercolor);
7029                 }
7030                 else
7031                 {
7032                         layertexrgbscale = 1;
7033                         VectorScale(layer->color, 1.0f, layercolor);
7034                 }
7035                 layercolor[3] = layer->color[3];
7036                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7037                 R_Mesh_ColorPointer(NULL, 0, 0);
7038                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7039                 switch (layer->type)
7040                 {
7041                 case TEXTURELAYERTYPE_LITTEXTURE:
7042                         memset(&m, 0, sizeof(m));
7043                         m.tex[0] = R_GetTexture(r_texture_white);
7044                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7045                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7046                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7047                         m.tex[1] = R_GetTexture(layer->texture);
7048                         m.texmatrix[1] = layer->texmatrix;
7049                         m.texrgbscale[1] = layertexrgbscale;
7050                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7051                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7052                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7053                         R_Mesh_TextureState(&m);
7054                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7055                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7056                         else if (rsurface.uselightmaptexture)
7057                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7058                         else
7059                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7060                         break;
7061                 case TEXTURELAYERTYPE_TEXTURE:
7062                         memset(&m, 0, sizeof(m));
7063                         m.tex[0] = R_GetTexture(layer->texture);
7064                         m.texmatrix[0] = layer->texmatrix;
7065                         m.texrgbscale[0] = layertexrgbscale;
7066                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7067                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7068                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7069                         R_Mesh_TextureState(&m);
7070                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7071                         break;
7072                 case TEXTURELAYERTYPE_FOG:
7073                         memset(&m, 0, sizeof(m));
7074                         m.texrgbscale[0] = layertexrgbscale;
7075                         if (layer->texture)
7076                         {
7077                                 m.tex[0] = R_GetTexture(layer->texture);
7078                                 m.texmatrix[0] = layer->texmatrix;
7079                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7080                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7081                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7082                         }
7083                         R_Mesh_TextureState(&m);
7084                         // generate a color array for the fog pass
7085                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7086                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7087                         {
7088                                 int i;
7089                                 float f, *v, *c;
7090                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7091                                 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)
7092                                 {
7093                                         f = 1 - FogPoint_Model(v);
7094                                         c[0] = layercolor[0];
7095                                         c[1] = layercolor[1];
7096                                         c[2] = layercolor[2];
7097                                         c[3] = f * layercolor[3];
7098                                 }
7099                         }
7100                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7101                         break;
7102                 default:
7103                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7104                 }
7105                 GL_LockArrays(0, 0);
7106         }
7107         CHECKGLERROR
7108         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7109         {
7110                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7111                 GL_AlphaTest(false);
7112         }
7113 }
7114
7115 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7116 {
7117         // OpenGL 1.1 - crusty old voodoo path
7118         int texturesurfaceindex;
7119         qboolean applyfog;
7120         rmeshstate_t m;
7121         int layerindex;
7122         const texturelayer_t *layer;
7123         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7124
7125         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7126         {
7127                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7128                 {
7129                         if (layerindex == 0)
7130                                 GL_AlphaTest(true);
7131                         else
7132                         {
7133                                 GL_AlphaTest(false);
7134                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7135                         }
7136                 }
7137                 GL_DepthMask(layer->depthmask && writedepth);
7138                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7139                 R_Mesh_ColorPointer(NULL, 0, 0);
7140                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7141                 switch (layer->type)
7142                 {
7143                 case TEXTURELAYERTYPE_LITTEXTURE:
7144                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7145                         {
7146                                 // two-pass lit texture with 2x rgbscale
7147                                 // first the lightmap pass
7148                                 memset(&m, 0, sizeof(m));
7149                                 m.tex[0] = R_GetTexture(r_texture_white);
7150                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7151                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7152                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7153                                 R_Mesh_TextureState(&m);
7154                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7155                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7156                                 else if (rsurface.uselightmaptexture)
7157                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7158                                 else
7159                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7160                                 GL_LockArrays(0, 0);
7161                                 // then apply the texture to it
7162                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7163                                 memset(&m, 0, sizeof(m));
7164                                 m.tex[0] = R_GetTexture(layer->texture);
7165                                 m.texmatrix[0] = layer->texmatrix;
7166                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7167                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7168                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7169                                 R_Mesh_TextureState(&m);
7170                                 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);
7171                         }
7172                         else
7173                         {
7174                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7175                                 memset(&m, 0, sizeof(m));
7176                                 m.tex[0] = R_GetTexture(layer->texture);
7177                                 m.texmatrix[0] = layer->texmatrix;
7178                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7179                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7180                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7181                                 R_Mesh_TextureState(&m);
7182                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7183                                         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);
7184                                 else
7185                                         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);
7186                         }
7187                         break;
7188                 case TEXTURELAYERTYPE_TEXTURE:
7189                         // singletexture unlit texture with transparency support
7190                         memset(&m, 0, sizeof(m));
7191                         m.tex[0] = R_GetTexture(layer->texture);
7192                         m.texmatrix[0] = layer->texmatrix;
7193                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7194                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7195                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7196                         R_Mesh_TextureState(&m);
7197                         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);
7198                         break;
7199                 case TEXTURELAYERTYPE_FOG:
7200                         // singletexture fogging
7201                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7202                         if (layer->texture)
7203                         {
7204                                 memset(&m, 0, sizeof(m));
7205                                 m.tex[0] = R_GetTexture(layer->texture);
7206                                 m.texmatrix[0] = layer->texmatrix;
7207                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7208                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7209                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7210                                 R_Mesh_TextureState(&m);
7211                         }
7212                         else
7213                                 R_Mesh_ResetTextureState();
7214                         // generate a color array for the fog pass
7215                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7216                         {
7217                                 int i;
7218                                 float f, *v, *c;
7219                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7220                                 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)
7221                                 {
7222                                         f = 1 - FogPoint_Model(v);
7223                                         c[0] = layer->color[0];
7224                                         c[1] = layer->color[1];
7225                                         c[2] = layer->color[2];
7226                                         c[3] = f * layer->color[3];
7227                                 }
7228                         }
7229                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7230                         break;
7231                 default:
7232                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7233                 }
7234                 GL_LockArrays(0, 0);
7235         }
7236         CHECKGLERROR
7237         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7238         {
7239                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7240                 GL_AlphaTest(false);
7241         }
7242 }
7243
7244 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7245 {
7246         float c[4];
7247
7248         GL_AlphaTest(false);
7249         R_Mesh_ColorPointer(NULL, 0, 0);
7250         R_Mesh_ResetTextureState();
7251         R_SetupGenericShader(false);
7252
7253         if(rsurface.texture && rsurface.texture->currentskinframe)
7254         {
7255                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7256                 c[3] *= rsurface.texture->currentalpha;
7257         }
7258         else
7259         {
7260                 c[0] = 1;
7261                 c[1] = 0;
7262                 c[2] = 1;
7263                 c[3] = 1;
7264         }
7265
7266         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7267         {
7268                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7269                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7270                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7271         }
7272
7273         // brighten it up (as texture value 127 means "unlit")
7274         c[0] *= 2 * r_refdef.view.colorscale;
7275         c[1] *= 2 * r_refdef.view.colorscale;
7276         c[2] *= 2 * r_refdef.view.colorscale;
7277
7278         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7279                 c[3] *= r_wateralpha.value;
7280
7281         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7282         {
7283                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7284                 GL_DepthMask(false);
7285         }
7286         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7287         {
7288                 GL_BlendFunc(GL_ONE, GL_ONE);
7289                 GL_DepthMask(false);
7290         }
7291         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7292         {
7293                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7294                 GL_DepthMask(false);
7295         }
7296         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7297         {
7298                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7299                 GL_DepthMask(false);
7300         }
7301         else
7302         {
7303                 GL_BlendFunc(GL_ONE, GL_ZERO);
7304                 GL_DepthMask(writedepth);
7305         }
7306
7307         rsurface.lightmapcolor4f = NULL;
7308
7309         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7310         {
7311                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7312
7313                 rsurface.lightmapcolor4f = NULL;
7314                 rsurface.lightmapcolor4f_bufferobject = 0;
7315                 rsurface.lightmapcolor4f_bufferoffset = 0;
7316         }
7317         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7318         {
7319                 qboolean applycolor = true;
7320                 float one = 1.0;
7321
7322                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7323
7324                 r_refdef.lightmapintensity = 1;
7325                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7326                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7327         }
7328         else
7329         {
7330                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7331
7332                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7333                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7334                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7335         }
7336
7337         if(!rsurface.lightmapcolor4f)
7338                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7339
7340         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7341         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7342         if(r_refdef.fogenabled)
7343                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7344
7345         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7346         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7347 }
7348
7349 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7350 {
7351         CHECKGLERROR
7352         RSurf_SetupDepthAndCulling();
7353         if (r_showsurfaces.integer == 3)
7354                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7355         else if (r_glsl.integer && gl_support_fragment_shader)
7356                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7357         else if (gl_combine.integer && r_textureunits.integer >= 2)
7358                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7359         else
7360                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7361         CHECKGLERROR
7362 }
7363
7364 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7365 {
7366         CHECKGLERROR
7367         RSurf_SetupDepthAndCulling();
7368         if (r_showsurfaces.integer == 3)
7369                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7370         else if (r_glsl.integer && gl_support_fragment_shader)
7371                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7372         else if (gl_combine.integer && r_textureunits.integer >= 2)
7373                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7374         else
7375                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7376         CHECKGLERROR
7377 }
7378
7379 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7380 {
7381         int i, j;
7382         int texturenumsurfaces, endsurface;
7383         texture_t *texture;
7384         msurface_t *surface;
7385         msurface_t *texturesurfacelist[1024];
7386
7387         // if the model is static it doesn't matter what value we give for
7388         // wantnormals and wanttangents, so this logic uses only rules applicable
7389         // to a model, knowing that they are meaningless otherwise
7390         if (ent == r_refdef.scene.worldentity)
7391                 RSurf_ActiveWorldEntity();
7392         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7393                 RSurf_ActiveModelEntity(ent, false, false);
7394         else
7395                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7396
7397         for (i = 0;i < numsurfaces;i = j)
7398         {
7399                 j = i + 1;
7400                 surface = rsurface.modelsurfaces + surfacelist[i];
7401                 texture = surface->texture;
7402                 rsurface.texture = R_GetCurrentTexture(texture);
7403                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7404                 // scan ahead until we find a different texture
7405                 endsurface = min(i + 1024, numsurfaces);
7406                 texturenumsurfaces = 0;
7407                 texturesurfacelist[texturenumsurfaces++] = surface;
7408                 for (;j < endsurface;j++)
7409                 {
7410                         surface = rsurface.modelsurfaces + surfacelist[j];
7411                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7412                                 break;
7413                         texturesurfacelist[texturenumsurfaces++] = surface;
7414                 }
7415                 // render the range of surfaces
7416                 if (ent == r_refdef.scene.worldentity)
7417                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7418                 else
7419                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7420         }
7421         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7422         GL_AlphaTest(false);
7423 }
7424
7425 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7426 {
7427         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7428         CHECKGLERROR
7429         if (depthonly)
7430         {
7431                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7432                         return;
7433                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7434                         return;
7435                 RSurf_SetupDepthAndCulling();
7436                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7437                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7438         }
7439         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7440         {
7441                 RSurf_SetupDepthAndCulling();
7442                 GL_AlphaTest(false);
7443                 R_Mesh_ColorPointer(NULL, 0, 0);
7444                 R_Mesh_ResetTextureState();
7445                 R_SetupGenericShader(false);
7446                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7447                 GL_DepthMask(true);
7448                 GL_BlendFunc(GL_ONE, GL_ZERO);
7449                 GL_Color(0, 0, 0, 1);
7450                 GL_DepthTest(writedepth);
7451                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7452         }
7453         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7454         {
7455                 RSurf_SetupDepthAndCulling();
7456                 GL_AlphaTest(false);
7457                 R_Mesh_ColorPointer(NULL, 0, 0);
7458                 R_Mesh_ResetTextureState();
7459                 R_SetupGenericShader(false);
7460                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7461                 GL_DepthMask(true);
7462                 GL_BlendFunc(GL_ONE, GL_ZERO);
7463                 GL_DepthTest(true);
7464                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7465         }
7466         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7467                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7468         else if (!rsurface.texture->currentnumlayers)
7469                 return;
7470         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7471         {
7472                 // transparent surfaces get pushed off into the transparent queue
7473                 int surfacelistindex;
7474                 const msurface_t *surface;
7475                 vec3_t tempcenter, center;
7476                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7477                 {
7478                         surface = texturesurfacelist[surfacelistindex];
7479                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7480                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7481                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7482                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7483                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7484                 }
7485         }
7486         else
7487         {
7488                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7489                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7490         }
7491         CHECKGLERROR
7492 }
7493
7494 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7495 {
7496         int i, j;
7497         texture_t *texture;
7498         // break the surface list down into batches by texture and use of lightmapping
7499         for (i = 0;i < numsurfaces;i = j)
7500         {
7501                 j = i + 1;
7502                 // texture is the base texture pointer, rsurface.texture is the
7503                 // current frame/skin the texture is directing us to use (for example
7504                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7505                 // use skin 1 instead)
7506                 texture = surfacelist[i]->texture;
7507                 rsurface.texture = R_GetCurrentTexture(texture);
7508                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7509                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7510                 {
7511                         // if this texture is not the kind we want, skip ahead to the next one
7512                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7513                                 ;
7514                         continue;
7515                 }
7516                 // simply scan ahead until we find a different texture or lightmap state
7517                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7518                         ;
7519                 // render the range of surfaces
7520                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7521         }
7522 }
7523
7524 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7525 {
7526         CHECKGLERROR
7527         if (depthonly)
7528         {
7529                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7530                         return;
7531                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7532                         return;
7533                 RSurf_SetupDepthAndCulling();
7534                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7535                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7536         }
7537         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7538         {
7539                 RSurf_SetupDepthAndCulling();
7540                 GL_AlphaTest(false);
7541                 R_Mesh_ColorPointer(NULL, 0, 0);
7542                 R_Mesh_ResetTextureState();
7543                 R_SetupGenericShader(false);
7544                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7545                 GL_DepthMask(true);
7546                 GL_BlendFunc(GL_ONE, GL_ZERO);
7547                 GL_Color(0, 0, 0, 1);
7548                 GL_DepthTest(writedepth);
7549                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7550         }
7551         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7552         {
7553                 RSurf_SetupDepthAndCulling();
7554                 GL_AlphaTest(false);
7555                 R_Mesh_ColorPointer(NULL, 0, 0);
7556                 R_Mesh_ResetTextureState();
7557                 R_SetupGenericShader(false);
7558                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7559                 GL_DepthMask(true);
7560                 GL_BlendFunc(GL_ONE, GL_ZERO);
7561                 GL_DepthTest(true);
7562                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7563         }
7564         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7565                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7566         else if (!rsurface.texture->currentnumlayers)
7567                 return;
7568         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7569         {
7570                 // transparent surfaces get pushed off into the transparent queue
7571                 int surfacelistindex;
7572                 const msurface_t *surface;
7573                 vec3_t tempcenter, center;
7574                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7575                 {
7576                         surface = texturesurfacelist[surfacelistindex];
7577                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7578                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7579                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7580                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7581                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7582                 }
7583         }
7584         else
7585         {
7586                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7587                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7588         }
7589         CHECKGLERROR
7590 }
7591
7592 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7593 {
7594         int i, j;
7595         texture_t *texture;
7596         // break the surface list down into batches by texture and use of lightmapping
7597         for (i = 0;i < numsurfaces;i = j)
7598         {
7599                 j = i + 1;
7600                 // texture is the base texture pointer, rsurface.texture is the
7601                 // current frame/skin the texture is directing us to use (for example
7602                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7603                 // use skin 1 instead)
7604                 texture = surfacelist[i]->texture;
7605                 rsurface.texture = R_GetCurrentTexture(texture);
7606                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7607                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7608                 {
7609                         // if this texture is not the kind we want, skip ahead to the next one
7610                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7611                                 ;
7612                         continue;
7613                 }
7614                 // simply scan ahead until we find a different texture or lightmap state
7615                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7616                         ;
7617                 // render the range of surfaces
7618                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7619         }
7620 }
7621
7622 float locboxvertex3f[6*4*3] =
7623 {
7624         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7625         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7626         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7627         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7628         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7629         1,0,0, 0,0,0, 0,1,0, 1,1,0
7630 };
7631
7632 unsigned short locboxelements[6*2*3] =
7633 {
7634          0, 1, 2, 0, 2, 3,
7635          4, 5, 6, 4, 6, 7,
7636          8, 9,10, 8,10,11,
7637         12,13,14, 12,14,15,
7638         16,17,18, 16,18,19,
7639         20,21,22, 20,22,23
7640 };
7641
7642 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7643 {
7644         int i, j;
7645         cl_locnode_t *loc = (cl_locnode_t *)ent;
7646         vec3_t mins, size;
7647         float vertex3f[6*4*3];
7648         CHECKGLERROR
7649         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7650         GL_DepthMask(false);
7651         GL_DepthRange(0, 1);
7652         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7653         GL_DepthTest(true);
7654         GL_CullFace(GL_NONE);
7655         R_Mesh_Matrix(&identitymatrix);
7656
7657         R_Mesh_VertexPointer(vertex3f, 0, 0);
7658         R_Mesh_ColorPointer(NULL, 0, 0);
7659         R_Mesh_ResetTextureState();
7660         R_SetupGenericShader(false);
7661
7662         i = surfacelist[0];
7663         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7664                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7665                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7666                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7667
7668         if (VectorCompare(loc->mins, loc->maxs))
7669         {
7670                 VectorSet(size, 2, 2, 2);
7671                 VectorMA(loc->mins, -0.5f, size, mins);
7672         }
7673         else
7674         {
7675                 VectorCopy(loc->mins, mins);
7676                 VectorSubtract(loc->maxs, loc->mins, size);
7677         }
7678
7679         for (i = 0;i < 6*4*3;)
7680                 for (j = 0;j < 3;j++, i++)
7681                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7682
7683         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7684 }
7685
7686 void R_DrawLocs(void)
7687 {
7688         int index;
7689         cl_locnode_t *loc, *nearestloc;
7690         vec3_t center;
7691         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7692         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7693         {
7694                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7695                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7696         }
7697 }
7698
7699 void R_DrawDebugModel(entity_render_t *ent)
7700 {
7701         int i, j, k, l, flagsmask;
7702         const int *elements;
7703         q3mbrush_t *brush;
7704         msurface_t *surface;
7705         dp_model_t *model = ent->model;
7706         vec3_t v;
7707
7708         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7709
7710         R_Mesh_ColorPointer(NULL, 0, 0);
7711         R_Mesh_ResetTextureState();
7712         R_SetupGenericShader(false);
7713         GL_DepthRange(0, 1);
7714         GL_DepthTest(!r_showdisabledepthtest.integer);
7715         GL_DepthMask(false);
7716         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7717
7718         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7719         {
7720                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7721                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7722                 {
7723                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7724                         {
7725                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7726                                 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);
7727                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7728                         }
7729                 }
7730                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7731                 {
7732                         if (surface->num_collisiontriangles)
7733                         {
7734                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7735                                 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);
7736                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7737                         }
7738                 }
7739         }
7740
7741         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7742
7743         if (r_showtris.integer || r_shownormals.integer)
7744         {
7745                 if (r_showdisabledepthtest.integer)
7746                 {
7747                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7748                         GL_DepthMask(false);
7749                 }
7750                 else
7751                 {
7752                         GL_BlendFunc(GL_ONE, GL_ZERO);
7753                         GL_DepthMask(true);
7754                 }
7755                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7756                 {
7757                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7758                                 continue;
7759                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7760                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7761                         {
7762                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7763                                 if (r_showtris.value > 0)
7764                                 {
7765                                         if (!rsurface.texture->currentlayers->depthmask)
7766                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7767                                         else if (ent == r_refdef.scene.worldentity)
7768                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7769                                         else
7770                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7771                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7772                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7773                                         R_Mesh_ColorPointer(NULL, 0, 0);
7774                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7775                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7776                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7777                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7778                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7779                                         CHECKGLERROR
7780                                 }
7781                                 if (r_shownormals.value < 0)
7782                                 {
7783                                         qglBegin(GL_LINES);
7784                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7785                                         {
7786                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7787                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7788                                                 qglVertex3f(v[0], v[1], v[2]);
7789                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7790                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7791                                                 qglVertex3f(v[0], v[1], v[2]);
7792                                         }
7793                                         qglEnd();
7794                                         CHECKGLERROR
7795                                 }
7796                                 if (r_shownormals.value > 0)
7797                                 {
7798                                         qglBegin(GL_LINES);
7799                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7800                                         {
7801                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7802                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7803                                                 qglVertex3f(v[0], v[1], v[2]);
7804                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7805                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7806                                                 qglVertex3f(v[0], v[1], v[2]);
7807                                         }
7808                                         qglEnd();
7809                                         CHECKGLERROR
7810                                         qglBegin(GL_LINES);
7811                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7812                                         {
7813                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7814                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7815                                                 qglVertex3f(v[0], v[1], v[2]);
7816                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7817                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7818                                                 qglVertex3f(v[0], v[1], v[2]);
7819                                         }
7820                                         qglEnd();
7821                                         CHECKGLERROR
7822                                         qglBegin(GL_LINES);
7823                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7824                                         {
7825                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7826                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7827                                                 qglVertex3f(v[0], v[1], v[2]);
7828                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7829                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7830                                                 qglVertex3f(v[0], v[1], v[2]);
7831                                         }
7832                                         qglEnd();
7833                                         CHECKGLERROR
7834                                 }
7835                         }
7836                 }
7837                 rsurface.texture = NULL;
7838         }
7839 }
7840
7841 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7842 int r_maxsurfacelist = 0;
7843 msurface_t **r_surfacelist = NULL;
7844 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7845 {
7846         int i, j, endj, f, flagsmask;
7847         texture_t *t;
7848         dp_model_t *model = r_refdef.scene.worldmodel;
7849         msurface_t *surfaces;
7850         unsigned char *update;
7851         int numsurfacelist = 0;
7852         if (model == NULL)
7853                 return;
7854
7855         if (r_maxsurfacelist < model->num_surfaces)
7856         {
7857                 r_maxsurfacelist = model->num_surfaces;
7858                 if (r_surfacelist)
7859                         Mem_Free(r_surfacelist);
7860                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7861         }
7862
7863         RSurf_ActiveWorldEntity();
7864
7865         surfaces = model->data_surfaces;
7866         update = model->brushq1.lightmapupdateflags;
7867
7868         // update light styles on this submodel
7869         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7870         {
7871                 model_brush_lightstyleinfo_t *style;
7872                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7873                 {
7874                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7875                         {
7876                                 int *list = style->surfacelist;
7877                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7878                                 for (j = 0;j < style->numsurfaces;j++)
7879                                         update[list[j]] = true;
7880                         }
7881                 }
7882         }
7883
7884         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7885
7886         if (debug)
7887         {
7888                 R_DrawDebugModel(r_refdef.scene.worldentity);
7889                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7890                 return;
7891         }
7892
7893         f = 0;
7894         t = NULL;
7895         rsurface.uselightmaptexture = false;
7896         rsurface.texture = NULL;
7897         rsurface.rtlight = NULL;
7898         numsurfacelist = 0;
7899         // add visible surfaces to draw list
7900         for (i = 0;i < model->nummodelsurfaces;i++)
7901         {
7902                 j = model->sortedmodelsurfaces[i];
7903                 if (r_refdef.viewcache.world_surfacevisible[j])
7904                         r_surfacelist[numsurfacelist++] = surfaces + j;
7905         }
7906         // update lightmaps if needed
7907         if (update)
7908                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7909                         if (r_refdef.viewcache.world_surfacevisible[j])
7910                                 if (update[j])
7911                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7912         // don't do anything if there were no surfaces
7913         if (!numsurfacelist)
7914         {
7915                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7916                 return;
7917         }
7918         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7919         GL_AlphaTest(false);
7920
7921         // add to stats if desired
7922         if (r_speeds.integer && !skysurfaces && !depthonly)
7923         {
7924                 r_refdef.stats.world_surfaces += numsurfacelist;
7925                 for (j = 0;j < numsurfacelist;j++)
7926                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7927         }
7928         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7929 }
7930
7931 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7932 {
7933         int i, j, endj, f, flagsmask;
7934         texture_t *t;
7935         dp_model_t *model = ent->model;
7936         msurface_t *surfaces;
7937         unsigned char *update;
7938         int numsurfacelist = 0;
7939         if (model == NULL)
7940                 return;
7941
7942         if (r_maxsurfacelist < model->num_surfaces)
7943         {
7944                 r_maxsurfacelist = model->num_surfaces;
7945                 if (r_surfacelist)
7946                         Mem_Free(r_surfacelist);
7947                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7948         }
7949
7950         // if the model is static it doesn't matter what value we give for
7951         // wantnormals and wanttangents, so this logic uses only rules applicable
7952         // to a model, knowing that they are meaningless otherwise
7953         if (ent == r_refdef.scene.worldentity)
7954                 RSurf_ActiveWorldEntity();
7955         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7956                 RSurf_ActiveModelEntity(ent, false, false);
7957         else
7958                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7959
7960         surfaces = model->data_surfaces;
7961         update = model->brushq1.lightmapupdateflags;
7962
7963         // update light styles
7964         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7965         {
7966                 model_brush_lightstyleinfo_t *style;
7967                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7968                 {
7969                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7970                         {
7971                                 int *list = style->surfacelist;
7972                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7973                                 for (j = 0;j < style->numsurfaces;j++)
7974                                         update[list[j]] = true;
7975                         }
7976                 }
7977         }
7978
7979         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7980
7981         if (debug)
7982         {
7983                 R_DrawDebugModel(ent);
7984                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7985                 return;
7986         }
7987
7988         f = 0;
7989         t = NULL;
7990         rsurface.uselightmaptexture = false;
7991         rsurface.texture = NULL;
7992         rsurface.rtlight = NULL;
7993         numsurfacelist = 0;
7994         // add visible surfaces to draw list
7995         for (i = 0;i < model->nummodelsurfaces;i++)
7996                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7997         // don't do anything if there were no surfaces
7998         if (!numsurfacelist)
7999         {
8000                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8001                 return;
8002         }
8003         // update lightmaps if needed
8004         if (update)
8005                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8006                         if (update[j])
8007                                 R_BuildLightMap(ent, surfaces + j);
8008         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8009         GL_AlphaTest(false);
8010
8011         // add to stats if desired
8012         if (r_speeds.integer && !skysurfaces && !depthonly)
8013         {
8014                 r_refdef.stats.entities_surfaces += numsurfacelist;
8015                 for (j = 0;j < numsurfacelist;j++)
8016                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8017         }
8018         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8019 }